sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: react-native
Issue: Fetch url escaped on iOS 17
Labels: Platform: iOS,🌐Networking,Needs: Triage :mag:

### Description

When fetching something on iOS 17 with fetch url gets escaped. This is unexpected and differs from android. I can't confirm whether is it happens only in simulator and not on real device.

On the image below I created test reproduction. I have android and ios simulator and echo server that runs on localhost:8000. When tapping "Test fetch" button it simply calls endpoint on localhost server. As you can see server receives different request urls. Query on iOS gets escaped which is undesirable.

<img width="1310" alt="Screenshot 2023-10-04 at 01 58 46" src="https://github.com/facebook/react-native/assets/884649/da28395e-a3bc-4797-8f8d-671cdfb52649">


### React Native Version

0.72.5

### Output of `npx react-native info`

info Fetching system and libraries information...
System:
  OS: macOS 13.6
  CPU: (16) x64 Intel(R) Core(TM) i9-9980HK CPU @ 2.40GHz
  Memory: 441.45 MB / 32.00 GB
  Shell:
    version: "5.9"
    path: /bin/zsh
Binaries:
  Node:
    version: 20.6.0
    path: /usr/local/bin/node
  Yarn:
    version: 1.22.4
    path: /usr/local/bin/yarn
  npm:
    version: 9.8.1
    path: /usr/local/bin/npm
  Watchman:
    version: 2023.09.04.00
    path: /usr/local/bin/watchman
Managers:
  CocoaPods:
    version: 1.12.1
    path: /usr/local/bin/pod
SDKs:
  iOS SDK:
    Platforms:
      - DriverKit 23.0
      - iOS 17.0
      - macOS 14.0
      - tvOS 17.0
      - watchOS 10.0
  Android SDK:
    API Levels:
      - "23"
      - "28"
      - "29"
      - "30"
      - "31"
      - "33"
    Build Tools:
      - 30.0.2
      - 30.0.3
      - 31.0.0
      - 33.0.0
      - 33.0.2
      - 34.0.0
    System Images:
      - android-29 | Google Play Intel x86 Atom
      - android-30 | Google APIs Intel x86 Atom
      - android-30 | Google Play Intel x86 Atom
      - android-31 | Google APIs Intel x86_64 Atom
    Android NDK: Not Found
IDEs:
  Android Studio: 2022.2 AI-222.4459.24.2221.10121639
  Xcode:
    version: 15.0/15A240d
    path: /usr/bin/xcodebuild
Languages:
  Java:
    version: 15.0.1
    path: /usr/bin/javac
  Ruby:
    version: 3.2.2
    path: /usr/local/opt/ruby/bin/ruby
npmPackages:
  "@react-native-community/cli": Not Found
  react:
    installed: 18.2.0
    wanted: 18.2.0
  react-native:
    installed: 0.72.5
    wanted: 0.72.5
  react-native-macos: Not Found
npmGlobalPackages:
  "*react-native*": Not Found
Android:
  hermesEnabled: true
  newArchEnabled: false
iOS:
  hermesEnabled: true
  newArchEnabled: false



### Steps to reproduce

I've added test reproduction repo:
https://github.com/Reeywhaar/react-native-fetch-bug

- Run `sh server.sh` to start echo server
- Run ios and android versions
- Push `Test fetch` button
- Check server logs

### Snack, screenshot, or link to a repository

https://github.com/Reeywhaar/react-native-fetch-bug
Repository: create-react-app
Issue: Archive the repository if the project is dead.
Labels: issue: proposal,needs triage

Archive the repository if the project is dead.
Repository: pytorch
Issue: [export] `torch.tensor(0)` should not get burned in as a constant
Labels: triaged,needs research,oncall: pt2,module: aotdispatch,module: dynamo,oncall: export,module: pt2-dispatcher

```
import torch

class Mod(torch.nn.Module):
    def __init__(self):
        super().__init__()
        self.init_value = 0.1

    def forward(self, x):
        return x + torch.tensor(self.init_value)

def main() -> None:
    m = Mod()
    foo = torch.export.export(m, (torch.randn((2, 3)),))
    print(foo.graph)
```

prints
```
graph():
    %_lifted_tensor_constant0 : [num_users=1] = placeholder[target=_lifted_tensor_constant0]
    %arg0_1 : [num_users=1] = placeholder[target=arg0_1]
    %lift_fresh_copy : [num_users=1] = call_function[target=torch.ops.aten.lift_fresh_copy.default](args = (%_lifted_tensor_constant0,), kwargs = {})
    %add : [num_users=1] = call_function[target=torch.ops.aten.add.Tensor](args = (%arg0_1, %lift_fresh_copy), kwargs = {})
    return (add,)
```

I think `torch.tensor(0)` should behave like the other tensor factory functions and get preserved in the graph. This most directly preserves user intent. Besides, if someone wants it to be a constant they can just fold it later.

cc @ezyang @msaroufim @wconstab @bdhirsh @anijain2305 @zou3519 @voznesenskym @penguinwu @EikanWang @jgong5 @Guobing-Chen @XiaobingSuper @zhuhaozhe @blzheng @wenzhe-nrv @jiayisunx @chenyang78 @aakhundov @kadeng @avikchaudhuri @gmagogsfm @zhxchen17 @tugsbayasgalan @angelayi @ydwu4 @Xia-Weiwen
Repository: go
Issue: proposal: math/rand/v2: PCG Jump
Labels: Proposal

<!--
Our proposal process is documented here:
https://go.dev/s/proposal-process
-->


Now that #61716 is accepted, I propose the following additional method on PCG:

```go
// Jump advances the PCG state as if Uint64 were called 2^96 times. This
// can be used to produce up to 2^32 PRNG states which do not overlap for 2^96
// steps each.
func (p *PCG) Jump() {
	// We can model the state transition function as an affine F2^128 matrix:
	//  A = mul inc
	//        0   1
	// Then jumping by n steps is equivalent to using A^n instead of A to
	// compute the state transition. Since we use a fixed jump length of 2^96,
	// we can precompute:
	//  A^2^96 = 0x53cd8fbc000000000000000000000001 0x8bcf2d31000000000000000000000000
	//                                            0                                  1
	// Applying this to the state is straightforward, especially because we
	// do not need the low 64 bits of each operand.
	p.hi += 0x53cd8fbc00000000*p.lo + 0x8bcf2d3100000000
}
```

An example of using this would be:

```go
func ExamplePCG_Jump() {
	states := make([]rand.PCG, 4)
	for i := 1; i < len(states); i++ {
		states[i] = states[i-1]
		states[i].Jump()
	}

	for i := range states {
		fmt.Println(states[i].Uint64())
	}
	// Output:
	// 4107282207882862730
	// 9529632109660410545
	// 17247399138676694270
	// 11354220120759235734
}
```

Jump is a useful operation for situations that call for many independent PRNG states. Seeding states at random is vulnerable to the birthday problem, especially because it is typical to produce long sequences from each state. ([Vigna gives bounds](https://vigna.di.unimi.it/ftp/papers/overlap.pdf) on the probability of overlap.) Creating one arbitrarily seeded state and using successively jumped copies provides a strong guarantee that there will be no overlap for any feasible length of computation.

I propose Jump as an in-place operation for convenience when used with PCG states composed in other structures. Although it is possible to compute A^n (where x^y is exponentiation) efficiently for any n, we fix n=2^96 to avoid confusion about the meaning of or correct choices for a parameter. These choices intentionally contrast with the [NumPy API](https://numpy.org/doc/stable/reference/random/bit_generators/generated/numpy.random.PCG64DXSM.jumped.html) for the PCG jump operation.

While it is possible (in fact, trivial) to define a jump operation on ChaCha8, its larger state size makes it substantially less vulnerable to random seeding overlaps. Additionally, I believe PCG's smaller size makes it an increasingly preferable choice as the number of PRNGs grows, which is exactly where jumping becomes appropriate. Therefore, I propose Jump only for PCG.
Repository: godot
Issue: Error when changing scenes with packed Scene
Labels: bug,topic:editor,needs testing

### Godot version

4.1.1

### System information

Window 10 - Godot v4.1.1 - Mobile

### Issue description

Scenes get corrupted after trying to change scenes

Show this errors

 scene/resources/resource_format_text.cpp:283 - res://scene_02.tscn:20 - Parse Error: 
  Failed loading resource: res://scene_02.tscn. Make sure resources have been imported by opening the project in the editor at least once.
  scene/resources/resource_format_text.cpp:283 - res://scene_01.tscn:20 - Parse Error: 
  Failed loading resource: res://scene_01.tscn. Make sure resources have been imported by opening the project in the editor at least once.

Video
https://youtu.be/42Z1KEkwKwY



### Steps to reproduce

I have a button with an export variable to change scenes

```
@export var change_scene:PackedScene

func _ready() -> void:
	pass

func _on_pressed() -> void:
	get_tree().change_scene_to_packed(change_scene)
	pass

```

If I then try to use that button within a scene to switch to another scene, the scenes become corrupted and can no longer be opened

I even made a copy of the project in another folder before adding the scenes to the export variable, but that project was also damaged

[ErrorsChangeScene.zip](https://github.com/godotengine/godot/files/12798254/ErrorsChangeScene.zip)

Video
https://youtu.be/42Z1KEkwKwY



### Minimal reproduction project

Video
https://youtu.be/42Z1KEkwKwY
Repository: godot
Issue: Setting Node Scale to 0 unlocks component ratio lock (even if it still shows as locked)
Labels: bug,topic:editor

### Godot version

v4.1.stable.mono.official [970459615]

### System information

Windows 10 - v4.1.stable.mono.official [970459615] 

### Issue description

When setting a node's scale to 0, even if the Component Ratio lock is enabled, the scale axis edited next will update as if the Component Ratio is unlocked. During this, the component ratio icon does not update to show Unlocked. Even if set to 0, I would expect changing the scale to remain with a locked Component Ratio and update all axes equally.

### Steps to reproduce

Place any node with Transform > Scale property into scene.
Set scale to 0.
Update any single axis to a new scale. Works by dragging or typing.


### Minimal reproduction project

N/A
Repository: godot
Issue: Android Export fails with "Transient parent has another exclusive child" when "Use Gradle Build" is on
Labels: bug,topic:gui,topic:export

### Godot version

v4.1.1.stable.official [bd6af8e0e]

### System information

Godot v4.1.1.stable - Ubuntu 22.04.3 LTS 22.04 - Vulkan (Compatibility) - Mesa Intel(R) UHD Graphics 770 (ADL-S GT1) () - 12th Gen Intel(R) Core(TM) i7-12700K (20 Threads)

### Issue description

When attempting to do an export of a minimal project for Android, received 

```
Set gradle_build/use_gradle_build
  Attempting to parent and popup a dialog that already has a parent.
0 param: --xr_mode_regular
1 param: --use_immersive
  editor/export/editor_export_platform.h:178 - Export: Building of Android project failed, check output for the error. Alternatively visit docs.godotengine.org for Android build documentation.
```
I initiated the export by doing:
- Project -> Export...
- Selecting "Android (Runnable)"
- Clicking "Export Project..." button

When I unchecked "Use Gradle Build" the problem went away

### Steps to reproduce

Load the attached minimal reproduction project.
Do Project->Export...
Click "Export Project.." button

### Minimal reproduction project

[android.zip](https://github.com/godotengine/godot/files/12798447/android.zip)
Repository: vscode
Issue: Git - Git not obeying `commit.gpgsign = false` via `git config --local commit.gpgsign false`
Labels: bug,git

- VS Code Version: 1.82.3
- OS Version: Windows_NT x64 10.0.19045

Steps to Reproduce:

1. Open a project that is linked to a git repo
2. Open terminal and type `git config --local commit.gpgsign false`
3. Make some changes
4. Attempt to commit with your message
5. GPG prompt pops up
Repository: angular
Issue: typescript language server can't figure out angular import structure
Labels: area: language-service

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

common

### Is this a regression?

No

### Description

opening #40407 again

Since it was mentioned that the issue was fixed after the recent changes, I'd like to point out that the problem still exists. I have attached a screen recording to demonstrate that the issue is not resolved. It is quite inconvenient to have to refer to the documentation for every required import. As previously mentioned, this issue has already been reported to the TypeScript team, and it appears to be related to the Angular export structure.

## vscode - standalone HttpClient
can't get any suggestion on any `provide*` 


https://github.com/angular/angular/assets/8991783/bb4eba31-ee60-4e54-ae89-44701a778251

## vscode - standalone - anything inside Material library

https://github.com/angular/angular/assets/8991783/99bc2586-9f7f-4d7b-be5e-5d46db16485a

## vscode - Module - HttpClient

https://github.com/angular/angular/assets/8991783/7c782da4-b54b-4963-ae22-7724cce69477








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

_No response_

### Please provide the exception or error you saw

_No response_

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

```true
Global setting: enabled
Local setting: disabled
Effective status: disabled

     _                      _                 ____ _     ___
    / \   _ __   __ _ _   _| | __ _ _ __     / ___| |   |_ _|
   / △ \ | '_ \ / _` | | | | |/ _` | '__|   | |   | |    | |
  / ___ \| | | | (_| | |_| | | (_| | |      | |___| |___ | |
 /_/   \_\_| |_|\__, |\__,_|_|\__,_|_|       \____|_____|___|
                |___/
    

Angular CLI: 16.2.4
Node: 16.20.0
Package Manager: npm 8.19.4
OS: win32 x64

Angular: 16.2.7
... animations, common, compiler, compiler-cli, core, forms
... platform-browser, platform-browser-dynamic, router

Package                         Version
---------------------------------------------------------
@angular-devkit/architect       0.1602.4
@angular-devkit/build-angular   16.2.4
@angular-devkit/core            16.2.4
@angular-devkit/schematics      16.2.4
@angular/cli                    16.2.4
@schematics/angular             16.2.4
rxjs                            7.8.1
typescript                      5.1.6
zone.js                         0.13.3
```


### Anything else?

_No response_
Repository: svelte
Issue: Runes: Introduce an `$alias()` rune for cleaner access and assignment to nested reactive properties
Labels: runes

### Describe the problem

Svelte 5's reactivity introduces a requirement for at least one layer deep of nesting when reactive state is defined outside of the top level of a component, and in many cases, will likely have even deeper nested reactive properties. The necessity for nested property access adds a level of verbosity which can make the code less readable and harder to manage.

e.g.
```js
import {dimensions} from './dimensions';

function resetDimensions() {
    dimensions.value.width = 1920;
    dimensions.value.height = 1080;
}

dimensions.value.area = 0; // this will error, as area property does not have a setter

const aspectRatio = $derived(dimensions.value.width / dimensions.value.height);

$effect(() => {
     console.log(`Aspect Ratio changed to ${aspectRatio}`);
})
```


### Describe the proposed solution

Introduce a new rune, `$alias()`, which enables the creation of new variables from reactive properties and the destructuring of nested reactive properties while retaining reactivity/object property reference. The `$alias()` rune essentially instructs the compiler to replace variable references with the expanded property access wherever the aliased or destructured variable is referenced, ensuring the reactivity of the original properties is maintained. 

The Svelte compiler ideally should issue a warning on attempts to assign to referenced properties that don't have setters, as this is a limitation of assigning primitive values in javascript.

e.g. the example above could instead be writted as:
```js
import {dimensions} from './dimensions';

let { value: { width, height, area } } = $alias(dimensions);

function resetDimensions() {
    width = 1920;
    height = 1080;
}

area = 0;  // Svelte should issue a compiler warning as `dimensions.value.area` does not have a setter. JS can't catch this unfortunately.

const aspectRatio = $derived(width / height);

$effect(() => {
     console.log(`Aspect Ratio changed to ${aspectRatio}`);
})
```

If desired, you should also be able to create variables using variable assignment instead of destructuring as well. i.e.
```js
let width = $alias(dimensions.value.width);
let height = $alias(dimensions.value.height);
let area = $alias(dimensions.value.area);
```

### Alternatives considered

Some alternative naming has been suggested such as `$bind()`, `$link()`, `$expose()`, or `$bridge()`.

Otherwise the alternative is we continue to require always directly accessing nested properties.

### Importance

nice to have
Repository: rust
Issue: `invalid_reference_casting` lint catches some patterns that aren't UB
Labels: A-lints,T-compiler,C-bug,T-opsem,L-invalid_reference_casting

When reading the 1.73.0 release notes, I noticed that the `invalid_reference_casting` lint was made deny-by-default in #112431, under the premise that casting `&T` to `&mut T` via raw pointers is always UB under Stacked Borrows. However, the lint appears a bit overly strict, since such a cast does not cause UB when `T` is a zero-sized type:
```rust
#![allow(invalid_reference_casting)]

fn main() {
    let r1: &() = &();
    let r2: &mut () = unsafe { &mut *(r1 as *const _ as *mut _) };
    *r2 = ();
}
```

Without `#![allow(invalid_reference_casting)]`, this cast triggers the lint in 1.75.0-nightly (187b8131d 2023-10-03):
```rust
error: casting `&T` to `&mut T` is undefined behavior, even if the reference is unused, consider instead using an `UnsafeCell`
 --> src/main.rs:5:32
  |
5 |     let r2: &mut () = unsafe { &mut *(r1 as *const _ as *mut _) };
  |                                ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
  |
  = note: for more information, visit <https://doc.rust-lang.org/book/ch15-05-interior-mutability.html>
  = note: `#[deny(invalid_reference_casting)]` on by default
```

However, when the lint is disabled, Miri runs the program successfully, under both Stacked Borrows and Tree Borrows. This makes sense looking at the rules: the reference doesn't point to any bytes, so it doesn't need to perform any access or be granted any permissions.

This pattern looks a bit dubious when expressed as a reference cast, but it is not UB. Therefore, I would suggest downgrading or turning off the lint when the destination type is a ZST.

***Note:*** An earlier version of this issue also considered directly casting from `&UnsafeCell<i32>` to `&mut i32`, which is legal under Stacked Borrows and Tree Borrows, but [explicitly called out as UB](https://doc.rust-lang.org/1.72.0/std/cell/struct.UnsafeCell.html#memory-layout) in the `UnsafeCell` documentation. It was decided that linting on this case, as well as the related case of casting from `&UnsafeCell<i32>` to `&mut UnsafeCell<i32>` which isn't explicitly mentioned, is permissible as an enforcement of library UB until the aliasing rules are ultimately finalized. This was clarified in the diagnostic by #116421.
Repository: rust
Issue: C#-style named arguments emit type ascription errors
Labels: A-diagnostics,E-mentor,T-compiler,A-suggestion-diagnostics,D-papercut,D-newcomer-roadblock

### Code

```Rust
#[pyfunction]
fn return_object(py: Python<'_>, x:PyObject) -> i64 {
  let a = x.getattr(py, attr_name: size);
  return a;
}
```


### Current output

```Shell
error: expected identifier, found `:`
  --> src/lib.rs:44:34
   |
44 |   let a = x.getattr(py, attr_name: size);
   |                                  ^ expected identifier
   |
   = note: type ascription syntax has been removed, see issue #101728 <https://github.com/rust-lang/rust/issues/101728>


error: could not compile `tryout-pyo3` (lib) due to previous error
```


### Desired output

```Shell
error: expected identifier, found `:`
  --> src/lib.rs:44:34
   |
44 |   let a = x.getattr(py, attr_name: size);
   |                         ^^^^^^^^^^^^^^^ you cannot use named arguments
   |
help: try passing a value instead?
   |
44 |   let a = x.getattr(py, size);

error: could not compile `tryout-pyo3` (lib) due to previous error
```


### Rationale and extra context

Many close variations emit really bad diagnostics as well, often referencing type ascription, and all of these variations being really bad causes incredible amounts of thrashing while trying to learn Rust.

### Other cases

_No response_

### Anything else?

Note that this suggestion also is wrong, it should be `"size"`, because `&'static str` (and probably a few other relevant types) implements [IntoPy](https://pyo3.rs/main/doc/pyo3/conversion/trait.intopy) for [PyString](https://pyo3.rs/main/doc/pyo3/types/struct.pystring).

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

<!-- TRIAGEBOT_ASSIGN_DATA_START$${"user":"nouritsu"}$$TRIAGEBOT_ASSIGN_DATA_END -->

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: PowerToys
Issue: PowerToys Run: Adding Clear Functionality For Older Files/Directories
Labels: Product-PowerToys Run,Needs-Triage,Run-Results (Indexer)

### Description of the new feature / enhancement

I use VS Code a lot and switching/opening directories where my projects are has been made so much easier due to PowerToys Run.

One thing I find lacking is the inability to clear out older/non-existent files/directories. This happens a lot especially when working with stuff like older project that were delete. 

What I'm requesting is a way to clear out history of sorts, or individually get rid of files and directories that no longer exist. 

![image](https://github.com/microsoft/PowerToys/assets/54078496/5d9bd45a-a598-4910-8097-659e86fa100e)

In the image above, you see a bunch of folder/workspaces (I tend to work a lot with Development Containers, hence the extra `(Dev Container)` bit there)

Except none of those exist and yet they are still in the searchable list/history.


### Scenario when this would be used?

Say I created a folder, name it `FolderA`, then I go to that folder and right click and `open with vscode`, that folder should now be in history/list of available options via the vs code plugin `{ FolderA`, so I'm easily able to access it. 

Created `FolderA`
![image](https://github.com/microsoft/PowerToys/assets/54078496/84aa3de8-dd62-4a7e-878c-e8be8cdd17a1)

Opened `FolderA` using `Open With VS Code`: 
![image](https://github.com/microsoft/PowerToys/assets/54078496/c9d4807b-fc48-4cb9-843c-41190ea0911d)

Used `{FolderA` to open it using PowerToy Run:
![image](https://github.com/microsoft/PowerToys/assets/54078496/a589911a-f904-4b02-b7b2-d46fe5bc5aa4)


Now, Say I then decide `FolderA` is a terrible name, and that it shouldn't exist anymore, so I delete it completely, even from the trash bin.
![image](https://github.com/microsoft/PowerToys/assets/54078496/78f22af2-f38e-4f2d-bac8-fcb961be0ba2)

Sense the folder no longer exists, I shouldn't see it in the list of results anymore, right? Wrong, it still shows up, only it leads to nowhere now: 

![image](https://github.com/microsoft/PowerToys/assets/54078496/57a1b9f8-b17a-419d-817e-39a489fc9ccd)

 

### Supporting information

_No response_