sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: godot
Issue: Calls order dependency for some of the node types
Labels: bug,topic:physics,topic:2d

### Godot version

v4.1.2.stable.official [399c9dc39]

### System information

Godot v4.1.2.stable - Windows 10.0.22621 - Vulkan (Mobile)

### Issue description

There is a difference between `Area2D` and `AnimatableBody2D`. For scene with enemy `Area2D` firing bullet using the code
```
func _on_timer_timeout():
	var b = bullet_scene.instantiate()
	get_tree().current_scene.add_child(b)
	b.start(position)
```
where `start(...)` is
```
func start(pos):
	position = pos
```
if bullet is `Area2D` things work as I would expect (thus, `position` is really updated). However, if bullet is `AnimatebleBody2D`, the call is ignored. No message in the log, just position not being updated.

![image](https://github.com/godotengine/godot/assets/3414660/22f8dbd8-df8e-459d-ad3a-57a0e328a1a1)

There is workaround. Instead of
```
func _on_timer_timeout():
	var b = bullet_scene.instantiate()
	get_tree().current_scene.add_child(b)
	b.start(position)
```
it is possible to do
```
func _on_timer_timeout():
	var b = bullet_scene.instantiate()
	b.start(position)
	get_tree().current_scene.add_child(b)
```
and everything is alright. Potentially, there is an option to use `call_defered`.

However, I did not find a note anywhere why the original solution should not work, thus I am not sure if it is a bug or not.

### Steps to reproduce

- World scene with root `Node2D`.
- Bullet scene with root node `AnimatableBody2D`.
- Enemy scene with root node `Area2D` and child `Timer`.
- Bullet script
```
extends AnimatableBody2D

func start(pos):
	position = pos
	print(position)
	
func _physics_process(delta):
	position += Vector2(0, 100) * delta
```
- Enemy script
```
extends Area2D

@export var bullet_scene : PackedScene


func _on_timer_timeout():
	var b = bullet_scene.instantiate()
	get_tree().current_scene.add_child(b)
	b.start(position)
```

There is exactly this setup in the project bellow. When a timer hits the new bulet is created and the call to set specific things triggered. If the bullet is `AnimatableBody2D` we have a problem. If it is `Area2D` things work. Screenshot illustrates `AnimatableBody2D` use case showing that the bullet ignores position of the enemy and has initial position `[0,0]` instead.

![image](https://github.com/godotengine/godot/assets/3414660/cef1708c-371a-462c-91bd-00692a605c15)

For `Area2D` bullet, the position is set with completely same setup.

![image](https://github.com/godotengine/godot/assets/3414660/6b743ce4-cb43-4d15-9040-f07fb0edc53d)


### Minimal reproduction project

[Test.zip](https://github.com/godotengine/godot/files/12999811/Test.zip)
Repository: material-ui
Issue: [material-ui][Select] No visible highlight when focus is on another Element
Labels: bug 🐛,on hold,component: select,package: material-ui

### Duplicates

- [X] I have searched the existing issues

### Latest version

- [X] I have tested the latest version

### Steps to reproduce 🕹

Link to live example:
https://react-tgv59j-vsvdvu.stackblitz.io
![chrome_33BRQbhtul](https://github.com/mui/material-ui/assets/94068428/11b3b042-10f9-48b1-bfd6-f3c164af3941)
Steps:

1. Open link
2. Click on dropdown
3. Preselection for "Twenty" is visible
4. If i hit "T" on the keyboard, the selection goes to the next option
5. Now eiher click the button below, or click the button, hold the left mouse cursor, drag it somewhere else on the whitespace, and release it
6. If you click the dropdown again, nothing is preselected, at least visibly
7. If you hit "T",  the second element is instantly selected

ALSO:
If you hit "Enter" in Step 6 without selecting any other element, "Twenty" will be selected. So i assume it is preselected, but not visibly.


### Current behavior 😯

After clicking the button, the preselection is not visible anymore.

### Expected behavior 🤔

I would either expect "Twenty" already being visibly preselected in Step 6, or the Keyboard Action of  Step 7 selecting the first Element.

### Context 🔦

I currently have an issuew with keyboard controlls sometimes not working for some dropdowns in my application. When the keyboard controlls do not work, there is also nothing preselected.
I assume this is part of the issue.

### Your environment 🌎

See stackblitz live example environment.
Browser was Chrome.
Repository: vscode
Issue: Unable to close the error popup and other actions when the error message in the error popup is too long
Labels: bug,editor-find

<!-- ⚠️⚠️ Do Not Delete This! bug_report_template ⚠️⚠️ -->
<!-- Please read our Rules of Conduct: https://opensource.microsoft.com/codeofconduct/ -->
<!-- 🕮 Read our guide about submitting issues: https://github.com/microsoft/vscode/wiki/Submitting-Bugs-and-Suggestions -->
<!-- 🔎 Search existing issues to avoid creating duplicates. -->
<!-- 🧪 Test using the latest Insiders build to see if your issue has already been fixed: https://code.visualstudio.com/insiders/ -->
<!-- 💡 Instead of creating your report here, use 'Report Issue' from the 'Help' menu in VS Code to pre-fill useful information. -->
<!-- 🔧 Launch with `code --disable-extensions` to check. -->
Does this issue occur when all extensions are disabled?: Yes, The screenshot isn't, but I tried it later.

<!-- 🪓 If you answered No above, use 'Help: Start Extension Bisect' from Command Palette to try to identify the cause. -->
<!-- 📣 Issues caused by an extension need to be reported directly to the extension publisher. The 'Help > Report Issue' dialog can assist with this. -->

Version: 1.83.1 (Universal)
Commit: f1b07bd25dfad64b0167beb15359ae573aecd2cc
Date: 2023-10-10T23:46:55.789Z
Electron: 25.8.4
ElectronBuildId: 24154031
Chromium: 114.0.5735.289
Node.js: 18.15.0
V8: 11.4.183.29-electron.0
OS: Darwin x64 23.0.0

Steps to Reproduce:

1. Pick a large file (mine is a ~600 line vue file)
2. Press `CMD + A` to highlight all
3. Press `CMD + Shift + P`, select `Select All Occurrences of Find Match`

Results:
<img width="1920" alt="Screenshot 2023-10-18 at 17 15 49" src="https://github.com/microsoft/vscode/assets/12845870/814ed92c-ca65-4840-a5d5-cf82baca9411">
<img width="2032" alt="Screenshot 2023-10-18 at 17 12 23" src="https://github.com/microsoft/vscode/assets/12845870/b034fa1a-df57-4267-b1da-c869bcc19920">
Repository: godot
Issue: Popup with container and autowrap Label doesn't sort properly
Labels: bug,confirmed,regression,topic:gui

### Godot version

v4.2.beta1.official [b1371806a]

### System information

Arch on 6.5.7-arch1-1

### Issue description

I'm not sure exactly what the issue is, but easy to reproduce.

Even in the project manager, this window is much bigger in 4.2.beta1 than 4.1.2.stable.
![image](https://github.com/godotengine/godot/assets/14253836/24b003cd-bc6b-41d9-9eb5-19af18970456)

In both cases the increased height is the Label wrapping with a width of zero.

Closing and re-opening the popup works around the issue.

4.1.2:
![image](https://github.com/godotengine/godot/assets/14253836/6fbe931b-d0cf-4c02-b10d-7a6afad088fc)

4.2.beta1:
![image](https://github.com/godotengine/godot/assets/14253836/be243a9f-ea8c-4a86-bbdf-0ba9957ddf32)

### Steps to reproduce

Launch MRP in 4.2.beta1+ or click an outdated project in the project manager.

### Minimal reproduction project

[test7-sizing.zip](https://github.com/godotengine/godot/files/13003597/test7-sizing.zip)

```gdscript
extends Node

func _ready() -> void:
	var dialog := AcceptDialog.new()
	dialog.name = "AcceptDialog"
	add_child(dialog)
	
	var container := PanelContainer.new()
	container.custom_minimum_size.x = 200.0 # Not necessary for reproducing.
	dialog.add_child(container)
	
	var label := Label.new()
	label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
	label.text = "a b c d e f"
	container.add_child(label)
	
	dialog.popup_centered()

```
Repository: godot
Issue: Theme scale behaves incorrectly and does not apply
Labels: bug,confirmed,topic:gui

### Godot version

v4.2.beta1.official [b1371806a]

### System information

Godot v4.2.beta1 - Windows 10.0.22621 - GLES3 (Compatibility) - Intel(R) UHD Graphics 615 (Intel Corporation; 31.0.101.2115) - Intel(R) Core(TM) i3-10100Y CPU @ 1.30GHz (4 Threads)

### Issue description

The theme scaling property does not get applied in the majority of cases and behaves weirdly.

1. Project Settings `gui/theme/default_theme_scale` overrides any other scaling setting set in theme resources.
2. Project Settings `gui/theme/custom` scaling gets ignored completely during runtime but displays as expected in the editor (See MRP).
3. Adding a theme resource directly onto a Control node ignores theme scaling as well.


### Steps to reproduce

See MRP

### Minimal reproduction project

[ThemeScaleMRP.zip](https://github.com/godotengine/godot/files/13007081/ThemeScaleMRP.zip)
Repository: godot
Issue: HTML5 Stuck with the loading circle in iphone
Labels: bug,discussion,platform:web,platform:ios,topic:porting,confirmed

### Godot version

4.2.beta 1

### System information

Mobile

### Issue description

I'm not sure this is related to the other HTML 5 issues here.
But when i run a browser game exported with godot, im getting stuck at the screen you see below.
I have tried browsers like Safari, Chrome, Edge no luck on the Iphone 13 Pro max.
But when i try on my a few years older andoid with chrome this works just fine?
![F8rC_blXkAE_6HK](https://github.com/godotengine/godot/assets/13393087/ae5d7fb5-236b-47b4-8825-532a7cce2727)


### Steps to reproduce

This is not my game but i get the same symptom with this
https://infini-creation.itch.io/ishid-o-matic-reborn
Open it on the phone and see if it loads.

### Minimal reproduction project

https://infini-creation.itch.io/ishid-o-matic-reborn
Repository: godot
Issue: Connecting a signal to a method with default arguments with binds to a subclass with the Connect dialog fails
Labels: bug,topic:editor,confirmed

### Godot version

4.2b1

### System information

Linux/Manjaro

### Issue description

Given three classes: Class A (extends Node, has a signal with one argument), Class B (extends Node, has a method with two arguments one of which is optional), and Class C (extends Class B),  attempting to connect Class A's signal to Class C's inherited method with binds using the Connect dialog will fail with the message `Cannot connect to '<signal>': the provided callable is not valid: Node(<script.gd>)::<method>` printed to the output. This does not occur for connecting Class A's signal with binds to Class B's method.

Given how specific this is, I'm not sure if this is a regression, but #66313 might have caused this.

### Steps to reproduce

1. Create a node class with a signal that contains one argument (Class A)
2. Create a node class with a method that takes two arguments, one optional (Class B)
3. Extend Class B (Class C)
4. Put instances of Class A and Class C in a scene
5. Try to connect Class A's signal to Class C's method, binding one extra argument
6. The output will print `Cannot connect to 'signal': the provided callable is not valid: Node(ClassB.gd)::method`

### Minimal reproduction project

[bind-bug.zip](https://github.com/godotengine/godot/files/13007536/bind-bug.zip)
1. Open main.tscn
2. Select `NodeWithSignal`
3. Try to connect its `foo` signal to `SubNodeWithMethod`'s method `baz`, binding an extra argument
4. Observe the error in the output
Repository: youtube-dl
Issue: support setting location of config-file via environment-variable
Labels: request


## Checklist

- [x] I'm reporting a feature request
- [x] I've verified that I'm running youtube-dl version **2021.12.17**
- [x] I've searched the bugtracker for similar feature requests including closed ones


## Description

I install youtube-dl in a virtualenv with a local config-file.

I can use the cli-option to use that cfg-file

```
youtube-dl  --config-location <location>

```

it would be nice to be able to set an environment variable just once

```
export  YOUTUBE_DL_CFG_FILE=<location>
```
Repository: rust
Issue: Mutual infinite recursion between TryFrom/TryInto is not detected
Labels: A-diagnostics,T-compiler,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.
-->

I tried this code:

```rust
pub struct NfcUid(pub [u8; 7]);

impl TryFrom<Vec<u8>> for NfcUid {
    type Error = TryFromSliceError;

    fn try_from(value: Vec<u8>) -> Result<Self, Self::Error> {
        value.try_into()
    }
}
```

I expected to see this happen: The compiler should complain that try_into() would go into a recursion, never yielding the correct type.

Instead, this happened: The code compiles and results in a stack overflow error.

### 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 1.73.0 (cc66ad468 2023-10-03)
binary: rustc
commit-hash: cc66ad468955717ab92600c770da8c1601a4ff33
commit-date: 2023-10-03
host: x86_64-unknown-linux-gnu
release: 1.73.0
LLVM version: 17.0.2
```
Repository: transformers
Issue: Add quantization_config in AutoModelForCausalLM.from_config()
Labels: Feature request,Quantization

### Feature request

Add quantization_config feature to AutoModelForCausalLM from config . 
I am trying to pretrain a model from scratch and use bits and bytes so that It can be trained on less computation expensive  machines. 
Below is my quantization config :

```
bnb_config = BitsAndBytesConfig(
    load_in_4bit=True,
    bnb_4bit_use_double_quant=True,
    bnb_4bit_quant_type="nf4",
    bnb_4bit_compute_dtype=torch.bfloat16
)
```

When I attempted to take the config of certain model from_pretrained function  it failed and raised a Type Error mentioned below. 

```
from transformers import AutoConfig, AutoModelForCausalLM
config = AutoConfig.from_pretrained("mistralai/Mistral-7B-v0.1")
model = AutoModelForCausalLM.from_config(config,quantization_config=bnb_config, device_map={"":0})
```

The Error:

```
---------------------------------------------------------------------------
TypeError                                 Traceback (most recent call last)
Cell In[23], line 7
      3 # Download configuration from huggingface.co and cache.
      5 configy = AutoConfig.from_pretrained("mistralai/Mistral-7B-v0.1")
----> 7 modely = AutoModelForCausalLM.from_config(configy,quantization_config=bnb_config, device_map={"":0})

File ~/miniconda3/envs/ai/lib/python3.10/site-packages/transformers/models/auto/auto_factory.py:441, in _BaseAutoModelClass.from_config(cls, config, **kwargs)
    439 elif type(config) in cls._model_mapping.keys():
    440     model_class = _get_model_class(config, cls._model_mapping)
--> 441     return model_class._from_config(config, **kwargs)
    443 raise ValueError(
    444     f"Unrecognized configuration class {config.__class__} for this kind of AutoModel: {cls.__name__}.\n"
    445     f"Model type should be one of {', '.join(c.__name__ for c in cls._model_mapping.keys())}."
    446 )

File ~/miniconda3/envs/ai/lib/python3.10/site-packages/transformers/modeling_utils.py:1192, in PreTrainedModel._from_config(cls, config, **kwargs)
   1190         model = cls(config, **kwargs)
   1191 else:
-> 1192     model = cls(config, **kwargs)
   1194 # restore default dtype if it was modified
   1195 if dtype_orig is not None:

TypeError: MistralForCausalLM.__init__() got an unexpected keyword argument 'quantization_config'
```



### Motivation

I had tried a work around by saving the model from the loaded config details from the model and then load the same model with quantization config . 

I believe this process could get fixed and we can enable/add quantization while loading the model from the config itself. 

### Your contribution

```
from transformers import AutoConfig, AutoModelForCausalLM
config = AutoConfig.from_pretrained("mistralai/Mistral-7B-v0.1")
model = AutoModelForCausalLM.from_config(config)
model.save_pretrained(MODEL_NAME_PATH)
model = AutoModelForCausalLM.from_pretrained(MODEL_NAME_PATH, quantization_config=bnb_config, device_map={"":0})
```
Repository: excalidraw
Issue: rewrite `App` class instance fields methods to class methods
Labels: refactor

Class instance fields are copied for every editor instance which might affect memory/GC in multi-instance scenarios, and potentially even in single-instance if we instantiate often (e.g. when changing scenes often).
Repository: PowerToys
Issue: Pinch-To-Zoom gesture on Desktop (or External Keyboard/Mouse setups)
Labels: Needs-Triage

### Description of the new feature / enhancement

According to [Computer Hope](https://www.computerhope.com/jargon/p/pinch-to-zoom.htm), Pinch-to-zoom is defined as:

> the multi-touch gesture that zooms in or out of the displayed content on a device with a touch screen. To use pinch-to-zoom, touch two fingers on the touch screen, and move them apart to zoom in, or together to zoom out.

Essentially, this feature replicates the Pinch-to-zoom gesture on non-touch Windows devices (setups with external keyboards and mice).

### Scenario when this would be used?

This tool could be useful in many scenarios, especially for users with small displays. My setup is a 14-inch laptop to which I connect an external keyboard and mouse. When I sit to do serious work (especially in-browser), some sites/programs have content that is hard to read. This is partly due to bad eyesight (a sign of old age :sweat_smile:), but also my display size and its proximity (or lack thereof) to my eyes.

Scenarios: Scanning documentation, reading an article, examining an image or artefact, reading PDFs et cetera.

Considerations: Zoom shortcuts (CTRL+ + or CTRL+ -) do not solve this issue (Zoom doesn't work for images, video, or text on "heavily styled" websites). The magnification tool is great, but fiddly in practice, and unsuitable for power user workflows. Opening images in a new tab and zooming there/Downloading images to zoom in a photo viewer breaks most workflows.

In the cases I mentioned above, I find users miss the Pinch-to-zoom gesture that trackpads afford. This tool would help immensely as a quick way of scanning information either in-browser (as is the case for the most popular use-case for this gesture) or system-wide (as a "Magnifier shortcut" of sorts).

### Supporting information

1. A nice tool called [Mouse Pinch-To-Zoom](https://chrome.google.com/webstore/detail/mouse-pinch-to-zoom/pffiadlahfhoniddbipeiiohjnlongfi) with 6,000+ users shows demand.
2. Post on [Superuser (StackExchange)](https://superuser.com/questions/1664718/windows-10-chrome-pinch-and-zoom-without-touch-screen).
3. Search for similar posts on [Superuser (StackExchange)](https://superuser.com/search?q=pinch+to+zoom).
4. Post on [Windows 10 Reddit](https://www.reddit.com/r/Windows10/comments/d57dxr/pinchtozoom_with_keyboard_mouse_on_desktop_pc/).
5. [MDN Web API documentation - Pinch zoom gestures](https://developer.mozilla.org/en-US/docs/Web/API/Pointer_events/Pinch_zoom_gestures). Honestly not sure if this belongs but I added it just in case.
Repository: go
Issue: encoding/binary: can't compare NativeEndian with LittleEndian/BigEndian
Labels: NeedsInvestigation

TL;DR: `binary.NativeEndian == binary.BigEndian` doesn't work.

Follow-up on #57237.

### What version of Go are you using (`go version`)?

<pre>
$ go version
go version go1.21.3 darwin/amd64
</pre>

### Does this issue reproduce with the latest release?

Yes.

### What did you do?

https://go.dev/play/p/PIdcmG89Rp-
```go
package main

import (
	"encoding/binary"
	"fmt"
)

func main() {
	fmt.Println(binary.NativeEndian == binary.BigEndian)
}

```
<!--
More comprehensive example: https://go.dev/play/p/H8KaP6srVue
-->

### What did you expect to see?

I expect this program to compile and to allow me to simply determine if the platform is big endian or little endian as a boolean value.

As the author of package [`github.com/dolmen-go/endian`](https://pkg.go.dev/github.com/dolmen-go/endian) which provided [`Native`](https://pkg.go.dev/github.com/dolmen-go/endian#Native) long before and [has this feature](https://github.com/dolmen-go/endian/blob/master/amd64_test.go#L13), I miss that.

### What did you see instead?

```
./prog.go:9:37: invalid operation: binary.NativeEndian == binary.BigEndian (mismatched types binary.nativeEndian and binary.bigEndian)
```

<!--
This [post](https://github.com/golang/go/issues/57237#issuecomment-1349646524) by Rob Pike gives some hints on why computing that boolean is probably useless: the computing world is not just divided into little or big endian.

> I'm not going to die on this hill, but know too that big/little endian is not the full story for some architectures. Maybe Go will never support a nutty layout, but who knows?
>
> In other words, is a boolean sufficient? It might be nowadays, but I honestly don't know. It's probably sufficient to support the architectures encoding/binary does, so maybe it's enough.

-->
Repository: TypeScript
Issue: Unable to invoke an arrow function with an assertion predicate
Labels: Suggestion,In Discussion

### 🔎 Search Terms

arrow function, assertion, predicate, 2775

### 🕗 Version & Regression Information

- This is the behavior in every version I tried



### ⏯ Playground Link

https://tsplay.dev/w8QLpN

### 💻 Code

```ts
type A = { x: number };

type B = A & { y: number };

const foo = (a: A): asserts a is B => {
  if ((a as B).y !== 0) throw TypeError();
  return undefined;
};

export const main = () => {
  const a: A = { x: 1 };
  // TypeError: Assertions require every name in the call target to be declared with an explicit type annotation.(2775)
  foo(a);
};
```


### 🙁 Actual behavior

It looks like they goal of https://github.com/microsoft/TypeScript/pull/45952 was for assertion predicates to work for arrow functions, but this only handles the JSDoc case, which I assume TS treats as equivalent to directly annotating the entire function at once, i.e.:

```ts
 const foo: (a: A) => asserts a is B = (a) => {};
```
For functions with more named parameters, this annotation style quickly becomes unwieldy. There is no semantic difference between this annotation or the style from the repro:

```ts
const foo = (a: A): asserts a is B => {};
```

Is it possible to identify a top-level arrow function like this assigned to a const variable with annotated parameters and return as having an "explicit type," which was defined as the standard for being able to use an assertion predicate like this in @ahejlsberg's initial PR (https://github.com/microsoft/TypeScript/pull/32695)?

This style is increasingly common, and I think many developers (my self included) simply write a function like this, see it doesn't work, then choose not to use the feature, not knowing something like moving the annotation to the variable itself could have an effect. 

### 🙂 Expected behavior

(see above)

### Additional information about the issue

_No response_
Repository: godot
Issue: Godot can have an error with classes
Labels: topic:editor,needs testing

### Godot version

v4.2.beta1.official [b1371806a]

### System information

Godot v4.2.beta1 - macOS 11.7.10 - Vulkan (Mobile) - integrated Intel HD Graphics 5000 - Intel(R) Core(TM) i5-4250U CPU @ 1.30GHz (4 Threads)

### Issue description

Godot can break a project and force people to restart it or get an older version due to class name issues. This can make people resort to deleting `.godot.` and that has lots of issues causing further damage.

This restarted my project and made someone else pull an older version.

### Steps to reproduce

This is very hard to reproduce as there is a small chance of happening, The easiest way to reproduce is built in scripts.

### Minimal reproduction project

N/A