sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Cell::swap(&cell_t, &mut t) should suggest Cell::from_mut not Cell::replace(...)
Labels: A-diagnostics,T-compiler

### Code

```Rust
use std::cell::Cell;

fn example<T>(cell: &Cell<T>, other: &mut T) {
    cell.swap(other);
}
```


### Current output

```Shell
error[E0308]: mismatched types
   --> src/lib.rs:4:15
    |
3   | fn example<T>(cell: &Cell<T>, other: &mut T) {
    |            - found this type parameter
4   |     cell.swap(other);
    |          ---- ^^^^^ expected `&Cell<T>`, found `&mut T`
    |          |
    |          arguments to this method are incorrect
    |
    = note:      expected reference `&Cell<T>`
            found mutable reference `&mut T`
note: method defined here
   --> /playground/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/cell.rs:451:12
    |
451 |     pub fn swap(&self, other: &Self) {
    |            ^^^^
note: you might have meant to use method `replace`
   --> /playground/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/cell.rs:494:5
    |
494 |     pub fn replace(&self, val: T) -> T {
    |     ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
```


### Desired output

```Shell
error[E0308]: mismatched types
   --> src/lib.rs:4:15
    |
3   | fn example<T>(cell: &Cell<T>, other: &mut T) {
    |            - found this type parameter
4   |     cell.swap(other);
    |          ---- ^^^^^ expected `&Cell<T>`, found `&mut T`
    |          |
    |          arguments to this method are incorrect
    |
    = note:      expected reference `&Cell<T>`
            found mutable reference `&mut T`
note: method defined here
   --> /playground/.rustup/toolchains/stable-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/core/src/cell.rs:451:12
    |
451 |     pub fn swap(&self, other: &Self) {
    |            ^^^^
help: consider calling `Cell::from_mut` here:
    |
4   -     cell.swap(other);
4   +     cell.swap(Cell::from_mut(other));
```


### Rationale and extra context

The desired update is what the programmer intended to do:
```
use std::cell::Cell;

fn example<T>(cell: &Cell<T>, other: &mut T) {
    cell.swap(Cell::from_mut(other));
}
```
Moreover, you can't move the `T` from behind the `&mut T`, so the current help is not actionable.

[Motivating URLO topic.](https://users.rust-lang.org/t/any-way-to-safely-swap-cell-t-with-t/115349)

### Other cases

_No response_

### Rust Version

```Shell
Rust playground

Stable channel
Build using the Stable version: 1.80.0

Beta channel
Build using the Beta version: 1.81.0-beta.2
(2024-07-25 08328a323ecd80b443a8)

Nightly channel
Build using the Nightly version: 1.82.0-nightly
(2024-08-02 fd8d6fbe505ecf913f5e)
```


### Anything else?

This could be generalized to suggest `Cell::from_mut` wherever a `&mut T` is passed and a `&Cell<T>` would work.
Repository: godot
Issue: AtlasTexture under CanvasTexture's diffuse renders solid white
Labels: bug,topic:rendering,topic:2d

### Tested versions

4.2.1 and 4.2.2 both stable official

### System information

Godot v4.2.1.stable - Windows 10.0.22631 - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3060 (NVIDIA; 32.0.15.5585) - 13th Gen Intel(R) Core(TM) i7-13700KF (24 Threads)

### Issue description

Adding a CanvasTexture to Sprite2D, then adding an AtlasTexture and defining area to the Diffuse option of the CanvasTexture. First the sprite in the editor looks empty and when i move it it becomes pure white instead showing the texture I defined. No matter the image file type.
Re opening the scene sometimes fixes it.

![image](https://github.com/user-attachments/assets/f3289981-dc7a-4ffc-9809-84ec9d6a694b)


### Steps to reproduce

Create a Sprite2D > add a CanvasTexture Resource > open diffuse option of the Canvas Texture > add an AtlasTextrure > put a texture in it and define an area using the AtlasTexture editor > move the transparent sprite in the editor
Repository: vscode
Issue: Immediate crash when opening VSCode on Fedora 40: code 133 and other instabilities
Labels: bug,upstream,linux,upstream-issue-linked

Type: <b>Bug</b>

Steps to Reproduce:

1. Install VSCode (I used these [instructions](https://code.visualstudio.com/docs/setup/linux#_rhel-fedora-and-centos-based-distributions))
2. Try to open it. The app _may_ show the following:
    - Crash with code 133. Interestingly, clicking "NewWindow" will fail endlessly. You need to close the program and re-run it... and hope it does not crash again! This happens roughly 50% of the time.
    - Random plugin fails (code spell checker, Ruff, MyPy...). I am not entirely sure if this one is related, but I thought it would be good to mention it.

Crash screen:
![image](https://github.com/user-attachments/assets/c9875897-9b4d-4940-9c86-71bcfe99980b)


VS Code version: Code 1.92.0 (b1c0a14de1414fcdaa400695b4db1c0799bc3124, 2024-07-31T23:26:45.634Z)
OS version: Linux x64 6.9.12-200.fc40.x86_64
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|13th Gen Intel(R) Core(TM) i7-13700H (20 x 400)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: disabled_software<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: disabled_off<br>webnn: disabled_off|
|Load (avg)|1, 1, 1|
|Memory (System)|15.25GB (9.63GB free)|
|Process Argv||
|Screen Reader|no|
|VM|0%|
|DESKTOP_SESSION|gnome|
|XDG_CURRENT_DESKTOP|GNOME|
|XDG_SESSION_DESKTOP|gnome|
|XDG_SESSION_TYPE|wayland|
</details><details><summary>Extensions (32)</summary>

Extension|Author (truncated)|Version
---|---|---
markdown-mermaid|bie|1.23.1
catppuccin-vsc|Cat|3.15.0
catppuccin-vsc-icons|Cat|1.13.0
ruff|cha|2024.36.0
file-tree-to-text-generator|d-k|1.4.0
vscode-markdownlint|Dav|0.55.0
EditorConfig|Edi|0.16.4
remotehub|Git|0.62.0
vscode-drawio|hed|1.6.6
compareit|in4|0.0.2
mypy|mat|0.3.1
rainbow-csv|mec|3.12.0
git-graph|mhu|1.30.0
debugpy|ms-|2024.10.0
python|ms-|2024.13.2024080201
vscode-pylance|ms-|2024.7.1
jupyter|ms-|2024.7.0
jupyter-keymap|ms-|1.1.2
jupyter-renderers|ms-|1.0.19
vscode-jupyter-cell-tags|ms-|0.1.9
vscode-jupyter-slideshow|ms-|0.1.6
remote-ssh|ms-|0.112.0
remote-ssh-edit|ms-|0.86.0
azure-repos|ms-|0.38.0
remote-explorer|ms-|0.4.3
remote-repositories|ms-|0.40.0
autodocstring|njp|0.6.1
vscode-yaml|red|1.15.0
snakemake-lang|sna|0.1.8
code-spell-checker|str|3.0.1
code-spell-checker-british-english|str|1.4.10
even-better-toml|tam|0.19.2


</details>
<!-- generated by issue reporter -->
Repository: transformers
Issue: Rewrite all modeling_whisper.py ,,, is there any reason at all why it's written like that?
Labels: Feature request

### Feature request
I've been trying to make transformers work by editing the code with my model architecture.. Feature request.. more plasticity when it comes to unique architecture.. I want to be able to use hf and hf side hustles with my whisper-like transformer mashups.
Repository: rust
Issue: ICE dumps leak user names etc
Labels: C-enhancement,A-diagnostics,T-compiler,D-diagnostic-infra

When you trigger an ICE, rustc generates this stacktrace file and prints its location as absolute path:

note: please attach the file at `/home/matthias/vcs/github/rust/rustc-ice-2024-08-03T09_07_05-3443169.txt` to your bug report


This absolute path is part of the backtrace and often copied into the ticket and can contain sensitive information such as users real names or where they work, when its a work computer, etc...

Can we make this a relative path?
cc @estebank
Repository: yt-dlp
Issue: Caching IDs of videos that did not pass the filter in a separate archive file
Labels: enhancement,triage

### DO NOT REMOVE OR SKIP THE ISSUE TEMPLATE

- [X] I understand that I will be **blocked** if I *intentionally* remove or skip any mandatory\* field

### Checklist

- [X] I'm requesting a feature unrelated to a specific site
- [X] I've looked through the [README](https://github.com/yt-dlp/yt-dlp#readme)
- [X] I've verified that I have **updated yt-dlp to nightly or master** ([update instructions](https://github.com/yt-dlp/yt-dlp#update-channels))
- [X] I've searched [known issues](https://github.com/yt-dlp/yt-dlp/issues/3766) and the [bugtracker](https://github.com/yt-dlp/yt-dlp/issues?q=) for similar issues **including closed ones**. DO NOT post duplicates
- [X] I've read the [guidelines for opening an issue](https://github.com/yt-dlp/yt-dlp/blob/master/CONTRIBUTING.md#opening-an-issue)

### Provide a description that is worded well enough to be understood

The use case for this idea is when user periodically runs yt-dlp with the same set of filters to maintain an up-to-date archive of particular channel or playlist. If they set up filters, then yt-dlp will spend significant time on every pass going through old videos and discarding them - even though it's quite unlikely that those videos will change suddenly to match the filter criteria.

The idea is to maintain a separate archive file (skip list), identical in structure to the already existing download archive, that contains IDs of videos that failed to pass the filters. This way on the next pass those videos will be discarded immediately, without quering the video hosting.

Why keep the skip list in a separate file? Should user decide to change their filters, they can simply delete this file without having to comb through their regular archive file. During the next pass skip list will be rebuilt according to the new filters, and following passes will benefit from it.

I suggest using `--skip-list` as a command line key. If the key is not set, the suggested behaviour is not used.

While I was able to roughly implement this myself via embedding yt-dlp into a python script and doing some custom filter + postprocessing hook trickery, it'd be nice to have this available in yt-dlp itself. Especially since it uses the same mechanics as the already existing archive file.

### Provide verbose output that clearly demonstrates the problem

- [ ] Run **your** yt-dlp command with **-vU** flag added (`yt-dlp -vU <your command line>`)
- [ ] If using API, add `'verbose': True` to `YoutubeDL` params instead
- [ ] Copy the WHOLE output (starting with `[debug] Command-line config`) and insert it below

### Complete Verbose Output

_No response_
Repository: ui
Issue: [bug]: CommandItem of Command Component
Labels: bug

### Describe the bug

You added the style **data-[disabled]:pointer-events-none data-[disabled]:opacity-50** to the command item, which makes it unselectable.

### Affected component/components

Command

### How to reproduce

Go to command.tsx

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Browser
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues
Repository: langchain
Issue: BeautifulSoup transformer fails to treat links with internal tags the same way
Labels: 🤖:bug

### Checked other resources

- [X] I added a very descriptive title to this issue.
- [X] I searched the LangChain documentation with the integrated search.
- [X] I used the GitHub search to find a similar question and didn't find it.
- [X] I am sure that this is a bug in LangChain rather than my code.
- [X] The bug is not resolved by updating to the latest stable version of LangChain (or the specific integration package).

### Example Code

```
from langchain_community.document_transformers import BeautifulSoupTransformer
from langchain_core.documents import Document

text="""<a href="https://google.com/"><span>google</span></a>"""

b = BeautifulSoupTransformer()
docs = b.transform_documents(
   [Document(text)],
   tags_to_extract=["p", "li", "div", "a", "span", "h1", "h2", "h3", "h4", "h5", "h6"],
   remove_comments=True
)

print(docs[0].page_content)
```

### Error Message and Stack Trace (if applicable)

_No response_

### Description

Instead of seeing the same format as when extracting a `<a href="https://google.com/">google</a>` namely `google (https://google.com/)` we get just `google` because of the interior tags

### System Info


System Information
------------------
> OS:  Windows
> OS Version:  10.0.19045
> Python Version:  3.12.3 (tags/v3.12.3:f6650f9, Apr  9 2024, 14:05:25) [MSC v.1938 64 bit (AMD64)]

Package Information
-------------------
> langchain_core: 0.2.28
> langchain: 0.2.12
> langchain_community: 0.2.11
> langsmith: 0.1.96
> langchain_text_splitters: 0.2.2

Packages not installed (Not Necessarily a Problem)
--------------------------------------------------
The following packages were not found:

> langgraph
> langserve
Repository: PowerToys
Issue: Please add a whitelist feature for the "Keyboard Remapping" function.
Labels: Needs-Triage

### Description of the new feature / enhancement

Allow some applications to bypass keyboard remapping, using the native raw key without being affected by PowerToys.
Alternatively, support behavior similar to profile overrides, where the remapping for unspecified applications will be overridden by the remapping specified for certain applications.

### Scenario when this would be used?

I use PowerToys' keyboard remapping feature to match my Mac key habits, so I globally swap Ctrl-Alt, etc. However, this causes issues when using some Windows-specific programs, such as games. Additionally, in applications like VS Code that support multi-platform key binding synchronization, the shortcuts in my Windows VS Code behave like "double mapping," resulting in unintended behavior.

### Supporting information

_No response_
Repository: godot
Issue: Godot crashes without reason
Labels: bug,needs testing,crash

### Tested versions

4.2.2
4.3 beta3

### System information

Godot v4.2.2.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 3080 (NVIDIA; 32.0.15.5599) - 13th Gen Intel(R) Core(TM) i5-13500 (20 Threads)

### Issue description

The engine crashed when I did anything in it. The fastest way it crashed was when I tried to enter the project settings or the engine itself. Slightly slower when I was creating and saving new scenes. No messages were written in the console or in the engine logs

https://github.com/user-attachments/assets/059fb1ee-6cb3-4b3b-9c95-f64b1e089d50

I solved this problem by rolling back the changes in the project.godot file
Apparently, the engine crashed because I put only numbers in the names of some input_actions

![image](https://github.com/user-attachments/assets/97261083-8696-4e21-aefa-2d0d9071e561)

Changes in jolt, physics and window location were made after the crash was detected, so they had nothing to do with it. 

### Steps to reproduce

It was not possible to repeat this bug with the new project. I made this issue so that if someone encounters a similar problem in the future, they will know how to solve it 

### Minimal reproduction project (MRP)

It was not possible to repeat this bug with the new project. I made this issue so that if someone encounters a similar problem in the future, they will know how to solve it
Repository: godot
Issue: Option Popup not visible under certain project settings
Labels: bug,topic:gui

### Tested versions

Reproducible in 4.3-rc2 and 4.2.2

### System information

Godot v4.3.rc2 - Windows 10.0.19045 - Vulkan (Forward+) - dedicated AMD Radeon RX 6600 XT (Advanced Micro Devices, Inc.; 31.0.24026.1002) - Intel(R) Core(TM) i5-6600K CPU @ 3.50GHz (4 Threads)

### Issue description

The Popup of the Option button did not show up / is rendered off screen.

### Steps to reproduce

First set these display settings in project settings:
`window/size/always_on_top=true`
`window/subwindows/embed_subwindows=false`

Then create a scene with a OptionButton, set items in it. Now run the scene, and the Popup does not show up after clicking the Option Button. In 4.3 the Popup gets a position of 4000px+ on my device also (offscreen). Seems like the Popup should be rendered also always on top.

-> If you set `window/size/always_on_top=false` the Popup shows up as expected.

### Minimal reproduction project (MRP)

[Option-Click-Bug-4.3-rc2.zip](https://github.com/user-attachments/files/16479819/Option-Click-Bug-4.3-rc2.zip)
[Option-Click-Bug-4.2.zip](https://github.com/user-attachments/files/16479946/Option-Click-Bug-4.2.zip)
Repository: PowerToys
Issue: Key Remapped to Volume Up presses B, Volume Down Presses C
Labels: Issue-Bug,Product-Keyboard Shortcut Manager,Needs-Triage

### Microsoft PowerToys version

0.83.0

### Installation method

PowerToys auto-update, Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

Keyboard Manager

### Steps to reproduce

Remap any key to either Volume Up or Volume Down

### ✔️ Expected Behavior

Only give Volume Up or Volume Down

### ❌ Actual Behavior

Gives Volume Up and B, Volume Down and C

### Other Software

Windows 10 Pro 22H2
Repository: vscode
Issue: Improved Search Functionality for Relative Paths in VS Code
Labels: bug,quick-open


<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

When searching for files in VS Code, the search functionality should include the ability to recognize and prioritize relative paths, even when a `/` character is not included.

### Example:
In the top screenshot, when I enter the relative path, the search returns the correct file. However, as shown in the second screenshot, if I omit the `/` character, the search doesn't provide the desired file.

#### Desired Feature:
When searching for a file, VS Code's search should automatically include and prioritize relative paths, even if the user does not explicitly type the `/` character. This would help in quickly locating files, such as `definitionPrinterDefinitions/index.ts`, without having to include the `/` character.

### Screenshots:

1. **Correct Search Result with `/`:**
   ![image](https://github.com/user-attachments/assets/71642cd8-dced-4ba0-8b2e-bc21710fab6e)

2. **Incorrect Search Result without `/`:**
   ![image](https://github.com/user-attachments/assets/6fc58b07-1068-492b-a527-8ad7f55e45e4)
Repository: vscode
Issue: Feature Request: Persistent Undo/Redo Across Sessions
Labels: feature-request,undo-redo

<!-- ⚠️⚠️ Do Not Delete This! feature_request_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- Please search existing issues to avoid creating duplicates. -->

<!-- Describe the feature you'd like. -->

Hey VSCode team,

I'd love to see a feature where VSCode saves a history of all the changes I make in a file, even after closing it, restarting VSCode, or even rebooting my computer. 

This would mean I could:

* **Undo changes from previous sessions:** I often realize I made a mistake after closing a file, and it would be awesome to be able to undo it the next time I open it.
* **Recover work after a crash:** If VSCode or my computer crashes, I wouldn't lose my undo history.
* **Have peace of mind:** I'd feel more confident knowing I can always go back and undo something, no matter what happens.

I know some other editors like neovim this feature, and I think it would be a great addition to VSCode. It would make my workflow smoother and less stressful. And I think a lot of people would agree with me on this adding this feature.

Thanks for considering my suggestion!
Repository: vscode
Issue: "Copy Call Stack" in Debug uses the wrong path separator when debugging cross platform
Labels: bug,debug

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<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes/No N/a

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- VS Code Version: 
- OS Version: Version: 1.92.0 (user setup)
Commit: b1c0a14de1414fcdaa400695b4db1c0799bc3124
Date: 2024-07-31T23:26:45.634Z
Electron: 30.1.2
ElectronBuildId: 9870757
Chromium: 124.0.6367.243
Node.js: 20.14.0
V8: 12.4.254.20-electron.0
OS: Windows_NT x64 10.0.26100

Steps to Reproduce:

1. Connect with Remote - SSH to Linux and create a `.py`
```python
import time
breakpoint()
if __name__ == '__main__':
    x = 1
    while True:
        x += 1
        print(x)
        time.sleep(1)
```

2. Use the command "Python Debugger: Debug Python File"
3. Right click the Call Stack and choose Copy Call Stack
4. Actual output to clipboard: `<module> (\home\vmware\foo.py:3)`

I am opening a PR for this
![image](https://github.com/user-attachments/assets/44f2b1c6-16da-4d40-a87a-63a6726665bd)
Repository: angular
Issue: Application Builder migration docs should mention new folder structure in dist
Labels: area: migrations,P3,area: docs

### Describe the problem that you experienced

The documentation of the application builder migration for existing applications does not mention the new folder structure in the `dist` folder. With the browser builder, after a successful build the bundle is located in `dist/<project-name>`. After migrating to the application builder, it is located in `dist/<project-name>/browser`. Developers should be aware of that, so in case they have a custom deployment, the path is updated.

### Enter the URL of the topic with the problem

https://angular.dev/tools/cli/build-system-migration#for-existing-applications
Repository: godot
Issue: Changing display scaling messes up visual shader node sizes & positions
Labels: bug,topic:editor,topic:gui

### Tested versions

4.3 rc2

### System information

Godot v4.3.rc2 - Nobara Linux 40 (GNOME Edition) - Wayland - Vulkan (Mobile) - dedicated NVIDIA GeForce RTX 3050 Ti Laptop GPU - 11th Gen Intel(R) Core(TM) i7-11370H @ 3.30GHz (8 Threads)

### Issue description

Does "prefer wayland" handle display scaling differently? With and without wayland has very different sizes on text and such at least, but most of all nodes.

Here is my visual shader with 200% display scaling without "prefer wayland":
![Screenshot from 2024-08-03 16-42-10](https://github.com/user-attachments/assets/3af03e01-14b9-4c9b-abde-85850134446e)

Here is my visual shader with 200% display scaling with "prefer wayland":
![Screenshot from 2024-08-03 16-47-34](https://github.com/user-attachments/assets/dc916fcf-5592-41e3-9047-4a6c76d6fdda)


### Steps to reproduce

Just toggle the "prefer wayland" setting with a display scaling of 200% in Gnome.

### Minimal reproduction project (MRP)

N/A