sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: edition-2024-expr-fragment-specifier requires feature to work (on stable...)
Labels: A-diagnostics,C-bug

<!--
Thank you for filing a bug report! 🐛 Please provide a short summary of the bug,
along with any information you feel relevant to replicating the bug.
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I tried this code:

```rust
#![allow(irrefutable_let_patterns)]
#![warn(edition_2024_expr_fragment_specifier)]

enum Enum<T> { TSVariant(#[allow(dead_code)] T), SVariant { _v: T }, UVariant }

macro_rules! is_variant {
    (@check $variant:ident, $matcher:tt, $expr:expr) => (
        assert!(if let Enum::$variant::<()> $matcher = $expr { true } else { false },
                "expr does not have correct type");
    );
}

fn main() {}

```

I expected to see this happen: lint applies successfully
Instead, this happened: lint breaks your build in almost all cases
```

warning: the `expr` fragment specifier will accept more expressions in the 2024 edition
 --> ./tests/ui/type-alias-enum-variants/enum-variant-generic-args-pass.rs:8:48
  |
8 |     (@check $variant:ident, $matcher:tt, $expr:expr) => (
  |                                                ^^^^
  |
  = warning: this changes meaning in Rust 2024
  = note: for more information, see Migration Guide <https://doc.rust-lang.org/nightly/edition-guide/rust-2024/macro-fragment-specifiers.html>
note: the lint level is defined here
 --> ./tests/ui/type-alias-enum-variants/enum-variant-generic-args-pass.rs:3:9
  |
3 | #![warn(edition_2024_expr_fragment_specifier)]
  |         ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
help: to keep the existing behavior, use the `expr_2021` fragment specifier
  |
8 |     (@check $variant:ident, $matcher:tt, $expr:expr_2021) => (
  |                                                ~~~~~~~~~
```

when changed to `    (@check $variant:ident, $matcher:tt, $expr:expr_2021) => (`, the code suddenly requires a feature which was never  opted into, even on beta or stable 🤔 
This is weird since the lint is machine applicable.

### Meta
<!--
If you're using the stable version of the compiler, you should also check if the
bug also exists in the beta or nightly versions.
-->

`rustc --version --verbose`:
```
rustc 1.83.0-nightly (2bd1e894e 2024-09-26)
binary: rustc
commit-hash: 2bd1e894efde3b6be857ad345914a3b1cea51def
commit-date: 2024-09-26
host: x86_64-unknown-linux-gnu
release: 1.83.0-nightly
LLVM version: 19.1.0
```
Repository: flutter
Issue: [ios][platform view] The raster_time benchmark does not measure the main thread anymore
Labels: platform-ios,engine,a: platform-views,c: proposal,P2,team-ios,triaged-ios

### Use case

After https://github.com/flutter/engine/pull/53826 is landed, we are not measuring the main thread anymore in our platform view's benchmark. 

For example, `CATransaction::commit`, which is a (pretty big) chunk of work (see picture in https://github.com/flutter/flutter/issues/142815)


### Proposal

Re-enable benchmark for the main thread, either in existing benchmark (e.g. average raster time), or create a new benchmark for that.
Repository: tauri
Issue: [bug] Frequent hiding and displaying of webviewWindow significantly increases CPU usage
Labels: type: bug,status: needs triage

### Describe the bug

Thanks to the official for proposing the webviewWindow hiding and displaying functions in my last issue and adopting them so quickly. Because my tauri v2 project is used in the production environment, I cannot provide you with video recordings. However, after my comparison, frequent Showing and hiding webviewWindow CPU usage is about 2%-3% higher than changing the position of webviewWindow. so currently I still hide and show by changing the position of webviewWindow, because it takes up much less CPU. Finally, I would like to make a small suggestion: If you can add a option parameter config to webview.show(config), you can configure the display location is even more perfect

### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.19045 X64
    ✔ WebView2: 129.0.2792.52
    ✔ MSVC:
        - Visual Studio Enterprise 2022
        - Visual Studio ���ɹ��� 2022
    ✔ rustc: 1.80.1 (3f5fd8dd4 2024-08-06)
    ✔ Cargo: 1.80.1 (376290515 2024-07-16)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (environment override by RUSTUP_TOOLCHAIN)
    - node: 20.17.0
    - yarn: 1.22.19
    - npm: 10.8.2

[-] Packages
    - tauri [RUST]: 2.0.0-rc.16
    - tauri-build [RUST]: 2.0.0-rc.13
    - wry [RUST]: 0.44.1
    - tao [RUST]: 0.30.2
    - @tauri-apps/api [NPM]: 2.0.0-rc.6
    - @tauri-apps/cli [NPM]: 1.4.0 (outdated, latest: 1.6.2)
```


### Stack trace

_No response_

### Additional context

![image](https://github.com/user-attachments/assets/2c2aceeb-afce-40a8-9489-0b5dfecd0b51)
Repository: neovim
Issue: Unexpected cursor artifacts when hidden window is focused
Labels: bug,ui,floatwin

### Problem

This is about having a visible cursor in a non-focused area; it is a visual artifact. This happens with both a text window and the command line.

This is a follow on issue after #30503 is fixed. IMHO, it seems low priority.

This might be considered an artificial situation. It's possible to enter hidden windows through scripts (or command line). Even though, in general, a script shouldn't leave the focus in a hidden window, there's some behavior I'm seeing that might be considered a bug.

Note: this issue is independent of whether or not the hidden window is focusable.


### Steps to reproduce

1. Edit the test file below, move the cursor to the middle of the file.
2. `:sou` creating the hidden focusable window
3. Execute the mapping `Z2`. Moves the focus to the hidden window
   Does `vim.api.nvim_set_current_win(popup_wid)` 

Observe: Cursor is visible in the main/**non-focused** window.

4. Scroll the window with the mouse so only last line of buffer is visible in the window.

Observe the cursor doesn't move and ends up away from the buffer's text lines.

5. Execute some ":" commands

Observe the cursor move around and get stuck in the command line.

```lua
local popup_wid
local function Pop1Any()
    local bnr = vim.api.nvim_create_buf(false, true)
    assert(bnr, "Failed to create buffer")
    vim.api.nvim_buf_set_lines(bnr, 0, -1, true, {'simple', 'win'})

    vim.api.nvim_set_option_value("bufhidden", "wipe", {buf = bnr})
    vim.api.nvim_set_option_value("modifiable", true, {buf = bnr})
	popup_wid = vim.api.nvim_open_win(bnr, false, {
		relative = "editor",
		style = "minimal",
		width = 10,
		height = 2,
		focusable = false,
		hide = true,
		col = 10,
		row = 10,
	})
end

Pop1Any()

vim.keymap.set('n', 'Z1', function() vim.print(vim.inspect(vim.api.nvim_list_wins())) end)
vim.keymap.set('n', 'Z2', function() vim.api.nvim_set_current_win(popup_wid) end)
vim.keymap.set('n', 'Z3', ":call nvim_set_current_win(" .. popup_wid .. ")<CR>")
vim.keymap.set('n', 'Z4', function() vim.api.nvim_win_set_config(popup_wid, {hide=false}) end)
vim.keymap.set('n', 'Z5', function() vim.api.nvim_win_set_config(popup_wid, {hide=true}) end)
vim.o.tm = 5000
```

### Expected behavior

Not sure. Maybe when hidden is focused, probably no visible cursor in regular; and for command line, only visible while entering a command.

### Nvim version (nvim -v)

NVIM v0.11.0-dev - https://github.com/neovim/neovim/commit/7b71fdbc1e9fcb71e642e67e0ac9a2711dd67df0

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

NA

### Operating system/version

ubuntu

### Terminal name/version

gnome

### $TERM environment variable

xterm-256color

### Installation

make install
Repository: transformers
Issue: Add AudioQuestionAnswering pipeline
Labels: Feature request

### Feature request

A new AudioQuestionAnswering pipeline, just like DQA but instead of providing a document, applying OCR, and doing QA over it, provide audio file, apply STT, and do QA over the transcript.  Advanced version includes diarization+STT as speaker annotations provide important context and will improve QA/understanding.

### Motivation

This kind of pipeline is one that I have had to build on multiple occasions for processing audio, specifically phone call recordings.  Just like the other pipelines which provide accessibility to some applied ML based pipeline for those to use quickly and easily, this will provide the same thing just for a different modality than what is currently provided.

### Your contribution

I plan to contribute the entire pipeline. My inspiration and what I plan to base a lot of the PR for this pipeline comes from [#18414](https://github.com/huggingface/transformers/pull/18414).

I'm mostly just posting this issue to get feedback from HF team. Tagging @Narsil @NielsRogge as they also provided feedback on the DQA PR.
Repository: vscode
Issue: Git - GIT_ASKPASS fails on concurrent / interleaved username & password requests
Labels: bug,git

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Does this issue occur when all extensions are disabled?: Was unable to verify; `code --disable-extensions` in WSL opened a window that was locked in "untrusted" mode, and this bug is in built-in `git` extension.

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- VS Code Version: 1.93.1
- OS Version:  Windows_NT x64 10.0.22631

Parallel `git` invocations which invoke `GIT_ASKPASS` interleave their username and password requests in a way that breaks VSCode's askpass implementation.  Only some of the `GIT_ASKPASS` invocations receive a password; others fallback to VSCode's password prompt.

## Steps to Reproduce:

First be sure that GIT_ASKPASS will be called by git.

1. Ensure you do not have a git credential provider/helper configured.
2. Run VSCode in WSL or connected to an SSH remote.

Then run two git commands concurrently, both asking GIT_ASKPASS for the same credentials

1. Open VSCode integrated terminal.  Ensure `$GIT_ASKPASS` is set.
2. Substitute your own private git remote: `git ls-remote https://github.com/cspotcode/my-private-repository & ; git ls-remote https://github.com/cspotcode/my-private-repository`
3. Observe that one of the commands succeeds and logs revisions into the terminal.  The other, however, opens VSCode's password prompt.

## Diagnosis

I believe this is the problem:

https://github.com/microsoft/vscode/blob/main/extensions/git/src/askpass.ts#L68-L73

The logic here assumes askpass will always be called in sequential username + password requests:
- request username for authority - askpass caches username and password
- request password for authority - askpass returns cached password, clears cache

However, when a tool like `go get` spawns multiple parallel git processes, askpass is called like this:
- request username for authority - askpass caches username and password
- request username for authority - askpass caches username and password
- request password for authority - askpass returns cached password, clears cache
- request password for authority - no credentials in cache; falls back to UI text input prompt
Repository: tauri
Issue: [bug] Problems with positioning of multiple WebviewWindow
Labels: type: bug,status: needs triage,scope: unstable flag

### Describe the bug

After maximizing the window and then restoring the window, the position of the webviewWindow does not remain the same as the initial location.
```rust
window.add_child(
  tauri::webview::WebviewBuilder::new(
    "abc",
    WebviewUrl::App(format!("abc.html", url.unwrap()).into()),
  )
    .auto_resize(),
  LogicalPosition::new(57, 68),
  LogicalSize::new(size.width - 57, size.height - 68),
)?;
```
maximize:
![image](https://github.com/user-attachments/assets/70b3efe8-95d5-4c45-8c6c-43a70b2b7efa)
unmaximize:
![image](https://github.com/user-attachments/assets/848a08c3-8068-4862-8aee-879a029250cc)


### Reproduction

_No response_

### Expected behavior

_No response_

### Full `tauri info` output

```text
[✔] Environment
    - OS: Windows 10.0.19045 X64
    ✔ WebView2: 129.0.2792.52
    ✔ MSVC:
        - Visual Studio Enterprise 2022
        - Visual Studio ���ɹ��� 2022
    ✔ rustc: 1.80.1 (3f5fd8dd4 2024-08-06)
    ✔ Cargo: 1.80.1 (376290515 2024-07-16)
    ✔ rustup: 1.27.1 (54dd3d00f 2024-04-24)
    ✔ Rust toolchain: stable-x86_64-pc-windows-msvc (environment override by RUSTUP_TOOLCHAIN)
    - node: 20.17.0
    - yarn: 1.22.19
    - npm: 10.8.2

[-] Packages
    - tauri [RUST]: 2.0.0-rc.16
    - tauri-build [RUST]: 2.0.0-rc.13
    - wry [RUST]: 0.44.1
    - tao [RUST]: 0.30.2
    - @tauri-apps/api [NPM]: 2.0.0-rc.6
    - @tauri-apps/cli [NPM]: 1.4.0 (outdated, latest: 1.6.2)
```


### Stack trace

_No response_

### Additional context

_No response_
Repository: godot
Issue: Cannot Access/Modify Debug Arrow of one-way CollisionShape2Ds
Labels: bug,enhancement,topic:editor,topic:2d

### Tested versions

- Reproducible in v4.3.stable.official [77dcf97d8]
- Reproducible in v4.2.stable.official [46dc27791]

### System information

Godot v4.3.stable - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3060 Ti (NVIDIA; 31.0.15.3758) - AMD Ryzen 5 1600 Six-Core Processor (12 Threads)

### Issue description

![image](https://github.com/user-attachments/assets/6c90ef13-a78f-4f1c-bf96-99ada865fde1)

_Visual Description of Image: A blank Godot project with a single StaticBody2D node. It has a single child, a CollisionShape2D. Because the collision shape has the one-way property set to true, the screenshot shows an arrow underneath it. This arrow is highly distorted as a result of the scaling performed on the CollisionShape2D node and the relative size of the RectangleShape2D node._

**Issue description**: Visually, the editor is working as intended. The issue is that I'm making a tool based on StaticBody2D, and I cannot access the arrow polygon or modify it.

This could potentially be considered a feature proposal. But there is a chance that the arrow is not supposed to be drawn this large in any circumstance, so I'm submitting this as a general issue.

### Steps to reproduce

You can use the MRP to see this outcome, but here are the steps to reproduce:

1. Create StaticBody2D and child CollisionShape2D with RectangleShape2D for example
2. In StaticBody2D, enable one-way collision.
3. In CollisionShape2D, specify the scale to ( 300, 20 )
4. In RectangleShape2D, specify the size to ( 1, 1 )

### Minimal reproduction project (MRP)

[MRP.zip](https://github.com/user-attachments/files/17171980/MRP.zip)
Repository: terminal
Issue: While typing in Japanese IME, the text color changes depending on the condition.
Labels: Area-Rendering,Issue-Bug,Product-Terminal

### Windows Terminal version

1.21.2361.0

### Windows build number

10.0.22631.0

### Other Software

- fish shell 3.7.1 (inside WSL)
- PowerShell 7.4.5

### Steps to reproduce

1. Japanese IME On
2. Input Japanese

### Expected Behavior

The text color during input is fixed to the foreground color.

### Actual Behavior

The text color during input is changed by conditions.
I don't know which color the text color will be under which conditions.


https://github.com/user-attachments/assets/9fe58477-2a00-40c5-9f1e-75682fe69139

https://github.com/user-attachments/assets/804f4968-84be-4955-92c6-8d8f508a9e47
Repository: godot
Issue: [Performance] AudioStreamImporter waveform view extremely slow when maximized
Labels: bug,topic:audio,performance

### Tested versions

Reproducible in: Current `master`

### System information

Ubuntu 24.04 - Godot 4.3 Dev (`master`)

### Issue description

Ideally, moving the timeline marker around the waveform should be fast as other audio editors do it.

### Steps to reproduce

- Import any audio file that's decently big (about 2.5 - 3 mins long).

- Maximize the audio importer dialog.

- Try toggling the controls or moving the timeline marker.

### Minimal reproduction project (MRP)

[mrp.zip](https://github.com/user-attachments/files/17172909/mrp.zip)
Repository: excalidraw
Issue: Whitelist Url https://web.tutar.app for Embedding in Excalidraw
Labels: Embeddable

Hi, we are unable to embed the website https://web.tutar.app/ in Excalidraw. Kindly whitelist this url for embedding.
<img width="1428" alt="Screenshot 2024-09-28 at 11 27 56 AM" src="https://github.com/user-attachments/assets/3d06497f-347e-4f8c-bae1-87fbf57991be">
Repository: ui
Issue: [feat]: Quickstart with Electron
Labels: area: request

### Feature description

It would be nice to have a quickstart for Electron

### Affected component/components

_No response_

### Additional Context

Additional details here...

### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues and PRs
Repository: ollama
Issue: amd-llama-135M 
Labels: model request

https://huggingface.co/amd/AMD-Llama-135m
Fully open source with opensource licence and open source data set
Repository: godot
Issue: The sprite texture in the inherited scene disappears for some reason
Labels: topic:core,needs testing

### Tested versions

Godot v4.3.stable

### System information

Godot v4.3.stable - macOS 14.6.1 - Vulkan (Mobile) - integrated Apple M2 - Apple M2 (8 Threads)

### Issue description

Error:  scene/resources/packed_scene.cpp:254 - Node 'StaticBody2D/Sprite2D' was modified from inside an instance,   but it has vanished.
  Node not found: "StaticBody2D/Sprite2D" (relative to "Object").

https://github.com/user-attachments/assets/a93a468b-7c4d-4070-9cc6-223ea7debae7



### Steps to reproduce


https://github.com/user-attachments/assets/9d786b54-7f65-4a51-a9ed-ac8be653c7eb



### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: Unexpected errors when creating SpriteFrames:Condition “plugins_list.has(p_plugin)" is true.  
Labels: bug,topic:editor

### Tested versions

- Reproducible：Godot4.0 stable, Godot4.0.1stable ,Godot4.0.2stable ,Godot 4.0.3stable ,Godot 4.0.4stable,Godot 4.1stable,Godot 4.1.1stable,Godot 4.1.2stable,Godot4.1.4stable,Godot4.2stable,Godot4.2.1stable ,Godot4.2.2stable,Godot4.3stable,Godot4.4.1dev,Godot4.4.2dev
- Not Reproducible：Godot3.6 stable

### System information

Windows10 - Godot 4.4.dev2 - Vulkan(Forward+)

### Issue description

<img width="1501" alt="4 4 2" src="https://github.com/user-attachments/assets/6925652b-c0f1-4a1b-8ab2-252e1133dfe0">
<img width="1920" alt="4 2 2" src="https://github.com/user-attachments/assets/6cb925bd-5be0-4a0b-9bc8-7e5a01405a72">

https://github.com/user-attachments/assets/e57d4a80-f46e-4839-951b-1f6612c5ac5f



After creating an AnimatedSprite2D, I added a new SpriteFrames. Clicking on it again triggers the warning: **'editor/editor_node.cpp:8116 - Condition "plugins_list.has(p_plugin)" is true'**. This bug also exists in Godot 4.3.1 stable and every godot 4 version

### Steps to reproduce

https://github.com/user-attachments/assets/a4abda81-5a10-499f-89b1-f56d49e47ec2



https://github.com/user-attachments/assets/a4abda81-5a10-499f-89b1-f56d49e47ec2
0.Open Godot 4.4 dev2.
1.Create a new scene with any type of root node (in this example, it's Node2D).
2.Add a child node of type AnimatedSprite2D.
3.Click on the AnimatedSprite2D node, and in the inspector under the AnimatedSprite2D section, click on Animation/Sprite Frames and create a new SpriteFrames.
4.**(Important) Click on the root node, then click back on the AnimatedSprite2D node, and click on Animation/Sprite Frames in the inspector under the AnimatedSprite2D section.**,
5.Check the Output.
6.Click on the root node again, then click back on the AnimatedSprite2D node. Repeat this step, and you will see that every time you click on the AnimatedSprite2D node, the error "editor/editor_node.cpp:8116 - Condition 'plugins_list.has(p_plugin)' is true" will be triggered in the Output.

### Minimal reproduction project (MRP)

[mrp-for-the-editor-editor_node.cpp-8116---condition--plugins_list.has(p_plugin)--is-true'.zip](https://github.com/user-attachments/files/17173715/mrp-for-the-editor-editor_node.cpp-8116---condition--plugins_list.has.p_plugin.--is-true.zip)
Repository: rust
Issue: Allow restricting search results to come from a subset of crates
Labels: T-rustdoc,C-feature-request,A-rustdoc-search

When docs are built for a set of crates (e.g. <https://doc.rust-lang.org/nightly/nightly-rustc/>), it's easy to find yourself looking at a wide collection of crates.

AFAIK there's currently no way to restrict searches from a **subset** of crates. The dropdown for filtering crates is a single-choice dropdown. I run into this quite often, in that I usually have a vague idea of which compiler crates the thing I'm looking for is in, but I do not know *exactly* which compiler crate. It would be very helpful to me if it's possible to filter on multiple crates.

Apologies if this has been brought up before, I couldn't find a similar issue in the issue tracker based on naive searches.
Repository: rust
Issue: On Windows `is_terminal` always returns `false` if the handle is not opened with read access
Labels: O-windows,C-bug,T-libs,A-io

Minimal example:

```rust
use std::io::IsTerminal;

fn main() {
    let conout = r"\\.\CONOUT$";
    let stdout = std::fs::File::options().write(true).open(conout).unwrap();
    assert!(stdout.is_terminal());
}
```

This is because we use [`GetConsoleMode`](https://learn.microsoft.com/en-us/windows/console/getconsolemode) to determine if a handle is a console handle or not and the docs for `GetConsoleMode` state:

> The handle must have the GENERIC_READ access right.

We could check the error of `GetConsoleMode` and, if it's `ERROR_ACCESS_DENIED`, then use `GetFileType` to see if it returns `FILE_TYPE_CHAR`. We can't use `GetFileType` alone because, for example, the `NUL` device claims to be a character device.

EDIT: Maybe simpler, we could check if `GetConsoleMode` errors with `ERROR_INVALID_HANDLE` though I'm not 100% sure it'll always return that for non-console handles.

Alternatively we could just close this issue and say this is not our problem. Most applications and runtimes don't do anything special here and simply treat it as a non-console handle.
Repository: godot
Issue: Editor memory usage increases everytime project is started
Labels: bug,topic:editor,needs testing,regression

### Tested versions

- Reproducible: 4.3stable(steam)
- Not Reproducible: 4.2stable(steam), 4.3stable(website)

### System information

Godot v4.3.stable (77dcf97d8) - Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4080 SUPER (NVIDIA; 32.0.15.6109) - AMD Ryzen 7 7800X3D 8-Core Processor (16 Threads)

### Issue description

Using Run Project(F5) over and over increases the ram usage of the editor by 100-200MB each time

### Steps to reproduce

Run Project(F5) over and over

### Minimal reproduction project (MRP)

N/A