sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: derived `PartialOrd::le` is non-optimal for 2-field struct of primitive integers
Labels: A-LLVM,I-slow,T-compiler,I-heavy

This codegen test should pass: [comparison-operators-twofields.patch](https://github.com/rust-lang/rust/files/10297861/comparison-operators-twofields.patch) <https://play.rust-lang.org/?version=nightly&mode=release&edition=2021&gist=4c8846efffd0574ec44e60c3cffbe842>

And it turns out that the derived `PartialOrd::lt` *does* pass that test
```llvm
define noundef zeroext i1 @check_lt(i16 %0, i16 %1, i16 %2, i16 %3) unnamed_addr #0 {
start:
  %_6.i.i = icmp slt i16 %0, %2
  %_9.i.i.not = icmp eq i16 %0, %2
  %_6.i3.i = icmp ult i16 %1, %3
  %4 = select i1 %_9.i.i.not, i1 %_6.i3.i, i1 %_6.i.i
  ret i1 %4
}
```
but the derived `le`, `gt`, and `ge` do **not** pass it.
```llvm
define noundef zeroext i1 @check_gt(i16 %0, i16 %1, i16 %2, i16 %3) unnamed_addr #0 {
start:
  %_6.i.i = icmp slt i16 %0, %2
  %_9.i.i = icmp ne i16 %0, %2
  %..i.i = zext i1 %_9.i.i to i8
  %_3.0.i.i = select i1 %_6.i.i, i8 -1, i8 %..i.i
  %4 = icmp eq i8 %_3.0.i.i, 0
  %_6.i3.i = icmp ult i16 %1, %3
  %_9.i4.i = icmp ne i16 %1, %3
  %..i5.i = zext i1 %_9.i4.i to i8
  %_3.0.i6.i = select i1 %_6.i3.i, i8 -1, i8 %..i5.i
  %.0.i = select i1 %4, i8 %_3.0.i6.i, i8 %_3.0.i.i
  %5 = icmp eq i8 %.0.i, 1
  ret i1 %5
}
```
instead leaving in a whole bunch of unnecessary stuff.

Given the direction in #98655, we probably *don't* want to fix this by changing the derive.

So potential fixes could be changing our `Ord::cmp` implementation for integers (cc #105840), changing the default `PartialOrd::le` implementations (cc #106065), improved optimizations in LLVM (cc https://github.com/llvm/llvm-project/issues/59666), or more.
Repository: storybook
Issue: [Bug]: ArgsTable does not recognize `children` when using PropsWithChildren
Labels: bug,needs triage

### Describe the bug

When using React's `PropsWithChildren` type, the `ArgsTable` does not recognize the addition of the `children` prop.

### To Reproduce
Repo: https://github.com/kevinhaube/react-bricks-uswds/tree/bug/storybook/no-props-with-children
```shell
1. Checkout `bug/storybook/no-props-with-children` 
2. Run `yarn storybook`
3. Go to the Alert2 > Primary story using the Canvas view
4. In the args table, the components `AlertWrapper`, `AlertBody`, and `AlertContent` do not present `children` as a prop
5. Finally, open `src/bricks/Alert.tsx` and find the components to verify props include `children`
```


### System

```shell
System:
    OS: macOS 12.5.1
    CPU: (8) arm64 Apple M1
  Binaries:
    Node: 16.18.0 - ~/.nvm/versions/node/v16.18.0/bin/node
    Yarn: 1.22.19 - ~/.yarn/bin/yarn
    npm: 8.19.2 - ~/.nvm/versions/node/v16.18.0/bin/npm
  Browsers:
    Chrome: 108.0.5359.124
    Safari: 16.0
  npmPackages:
    @storybook/addon-actions: ^6.5.15 => 6.5.15 
    @storybook/addon-docs: ^6.5.15 => 6.5.15 
    @storybook/addon-essentials: ^6.5.15 => 6.5.15 
    @storybook/addon-interactions: ^6.5.15 => 6.5.15 
    @storybook/addon-links: ^6.5.15 => 6.5.15 
    @storybook/addons: ^6.5.15 => 6.5.15 
    @storybook/builder-webpack4: ^6.5.15 => 6.5.15 
    @storybook/manager-webpack4: ^6.5.15 => 6.5.15 
    @storybook/react: ^6.5.15 => 6.5.15 
    @storybook/testing-library: ^0.0.13 => 0.0.13 
    @storybook/theming: ^6.5.15 => 6.5.15
```


### Additional context

`PropsWithChildren` seemed to undergo some update in React `18` that affected the ability to extend it through generics due to a bug: something about the shape of it compared to `intrinsic attributes`. Unsure if this plays a role in this. I have not tried it on React `<18.0.0`
Repository: stable-diffusion-webui
Issue: [Feature Request]: Attention Emphasis Shortcut for stacking brackets (())
Labels: enhancement

### Is there an existing issue for this?

- [X] I have searched the existing issues and checked the recent builds/commits

### What would your feature do ?

Please add attention emphasis shortcut feature



### Proposed workflow

ctrl + for ()
ctrl - for []
ctrl * for {}
ctrl \ for backlash

### Additional information

_No response_
Repository: PowerToys
Issue: Power ReDateTime
Labels: Idea-New PowerToy,Needs-Triage,Needs-Team-Response,Product-File Actions Menu

### Description of the new feature / enhancement

Select one or more files in Explorer and be able to set the same create/modify date and time for all the selected files.

### Scenario when this would be used?

When you have a group of related files you can see that they had a specific release date/time.  The names don't change, just the date/time.  Common in software development for a shipping version to set the date/time of the files related to the release.  The files may have been compiled over a number of minutes or hours so it is helpful to be able to change date/times to the same across all the files.  Would be great if this can be added into Explorer.

### Supporting information

_No response_
Repository: godot
Issue: Borderless window mode produces problems on Budgie/GNOME
Labels: bug,platform:linuxbsd,topic:porting

### Godot version

3.5.1.stable.mono

### System information

Arch Linux, GLES3+GLES2, Nvidia GTX 1080

### Issue description

When enabling borderless window mode in any project, the resulting testing window / exported game behaves buggy.

Example video of the bug: 
https://user-images.githubusercontent.com/67418776/209423094-149e7ae4-eefe-442e-a601-985560454687.mp4

### Steps to reproduce

1. Create a new blank project
2. Set `display/window/size/borderless` to `true` in the project's settings
3. Add a default scene with maybe a sprite/icon or similar
4. Start the game

### Minimal reproduction project

N/A
Repository: rust
Issue: `Not Found` on `rustc_hir/enum` link
Labels: T-rustdoc,A-docs

<!--

Thank you for finding a documentation problem! 📚

Documentation problems might be grammatical issues, typos, or unclear wording, please provide details regarding the documentation including where it is present.

Note: If your issue is for one of these, please use their dedicated issue tracker instead:

- The Rust Book: https://github.com/rust-lang/book/issues
- Rust by Example: https://github.com/rust-lang/rust-by-example/issues
- The Edition Guide: https://github.com/rust-lang/edition-guide/issues
- The Cargo Book: https://github.com/rust-lang/cargo/issues
- The Clippy Book: https://github.com/rust-lang/rust-clippy/issues
- The Reference: https://github.com/rust-lang/reference/issues 
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All other documentation issues should be filed here.

Or, if you find an issue related to rustdoc (e.g. doctest, rustdoc UI), please use the bug report or blank issue template instead.

-->

### Location
https://doc.rust-lang.org/beta/nightly-rustc/rustc_hir/enum.ExprKind.html#variant.MethodCall
https://doc.rust-lang.org/beta/nightly-rustc/rustc_hir/enum.QPath.html

### Summary
Not found on some of the method link under `rustc_hir/enum` page, for example,  `type_dependent_def_id` on [rustc_hir/enum.ExprKind](https://doc.rust-lang.org/beta/nightly-rustc/rustc_hir/enum.ExprKind.html#variant.MethodCall) 
 
 but it's available under 
 
 [rustc_hir/hir/enum.ExprKind](https://doc.rust-lang.org/beta/nightly-rustc/rustc_hir/hir/enum.ExprKind.html#variant.MethodCall).
Repository: PowerToys
Issue: Separate vertical and horizontal zone spacing.
Labels: Idea-Enhancement,Product-FancyZones

### Description of the new feature / enhancement

An option to set separate vertical (top and bottom) and horizontal (right and left) spacings for the zones.

### Scenario when this would be used?

Some people use custom themes that add rounded corners to all windows but the corners add some height to the windows. When using fancy zones with such themes if two windows are stacked vertically the rounded corners part overlaps.

### Supporting information

With theme:
![image](https://user-images.githubusercontent.com/51694373/209432830-bfe59c20-63c8-47b2-8ed5-523b9b768400.png)
Without theme:
![image](https://user-images.githubusercontent.com/51694373/209432844-074fe300-94b7-4b6e-bc80-ed9ec5f05fb6.png)
Repository: neovim
Issue: Don't remove trailing space when going into normal mode after `fo-r`
Labels: enhancement,options

### Feature already in Vim?

Looks like no

### Feature description

#### Problem

Sometimes you want to paste something into a comment, you create a new line, press escape to then press `p` and trailing space is removed. Usually, it is a good code style to have space after comment marker.

It is even more prominent if you have `comments` extended to include markdown unordered list marker (`setlocal comments="b:-"`). You do what described above and end up with invalid markdown syntax. If you have markdown formatter setup via lsp (e.g. prettier), it considers it invalid and messes up the whole list after formatting.

So, in both cases you have to manually reenter the space.


#### Steps to reproduce

1. `setlocal formatoptions+=r`
2. `nvim test.sh`
3. Enter `# comment`
4. Press `<CR>`
5. Press `<Esc>`
6. Trailing space is removed

![output](https://user-images.githubusercontent.com/42828375/209435162-d7d7e552-05c5-490d-ae28-08952b2c615c.gif)

#### Suggested solution

Add another flag to `formatoptions` to keep the trailing spaces after going back to normal mode.

#### P.S.

Apparently it happens [in this function](https://github.com/neovim/neovim/blob/9be24110f68abc111c87c88d82f50f64a1d3ecdd/src/nvim/change.c#L1030-L1030). Since I am not very familiar with C, I was trying to blindly debug it to no avail. 

If someone can point me to where this occurs, I am willing to try and make a PR.
Repository: rust
Issue: Linking with XCFrameworks doesn't work
Labels: O-ios,C-bug

I tried this code:

```rust
// build.rs
println!("cargo:rustc-link-search=framework=../../Frameworks/MacOS/Banuba/bnb-0.37.1/iOS/");
println!("cargo:rustc-link-lib=framework=BNBEffectPlayerC");
```

Folder structure (with frameworks):
```
- Frameworks/MacOS/Banuba/bnb-0.37.1/iOS
  - BNBEffectPlayerC.xcframework
    - ios-arm64
      - BNBEffectPlayerC.framework
    - ios-arm64_x86_64-simulator
      - BNBEffectPlayerC.framework
    - Info.plist
```

# Expected behavior
I expected for the program to successfully link with `BNBEffectPlayerC` library and automatically select correct 'sub-framework' based on the build target. Something like this:
- `aarch64-apple-ios` => `ios-arm64`
- `aarch64-apple-ios-sim` => `ios-arm64_x86_64-simulator`
- `x86_64-apple-ios` => `ios-arm64_x86_64-simulator`

# Actual behavior
Instead, linking fails with following error:
```
cargo build --release --target aarch64-apple-ios
   Compiling banuba v0.1.0 (/Users/oleksandr/banuba-rs)
error: linking with `cc` failed: exit status: 1
  = note: "cc" "-Wl, {tons and tons of arguments}
  = note: ld: framework not found BNBEffectPlayerC
          clang: error: linker command failed with exit code 1 (use -v to see invocation)
```

# Workaround
Following workaround is ugly and to properly implement it we should parse `Info.plist` to select correct framework but it will require much more effort:
```rust
// build.rs
let is_simulator = env::var("TARGET").unwrap() == "aarch64-apple-ios-sim" || target == "x86_64-apple-ios";
let framework_folder = match is_simulator {
    true => "ios-arm64_x86_64-simulator",
    false => "ios-arm64",
};
println!("cargo:rustc-link-search=framework=../../Frameworks/MacOS/Banuba/bnb-0.37.1/iOS/BNBEffectPlayerC.xcframework/{}", framework_folder);
println!("cargo:rustc-link-lib=framework=BNBEffectPlayerC");

```

# Proposed solution
Maybe it whould be better to add one more linking variant, something like `xcframework`?
```rust
// build.rs
println!("cargo:rustc-link-search=xcframework=../../Frameworks/MacOS/Banuba/bnb-0.37.1/iOS/");
println!("cargo:rustc-link-lib=xcframework=BNBEffectPlayerC");
```

# Meta

`rustc --version --verbose`:
```
rustc 1.66.0 (69f9c33d7 2022-12-12)
binary: rustc
commit-hash: 69f9c33d71c871fc16ac445211281c6e7a340943
commit-date: 2022-12-12
host: aarch64-apple-darwin
release: 1.66.0
LLVM version: 15.0.2
```
Repository: godot
Issue: `DirectionalLight` with angular distance around 0.5 breaks PhysicalSkyMaterial (Intel driver bug)
Labels: bug,topic:rendering,topic:thirdparty,topic:3d

### Godot version

v4.0.beta10.official [d0398f62f]

### System information

Kubuntu 22.10, Intel® HD Graphics 4400

### Issue description

~~I don't know if this is an isolated issue or not~~ This seems to be isolated to at least Intel® HD Graphics 4400, where the sky breaks with angular distance from 0.48 to 0.56.

No angular distance:
![Screenshot_20221224_204200](https://user-images.githubusercontent.com/25323231/209438554-89902c70-5294-4f93-8a51-14e1d9f5b440.png)

0.5 angular distance:
![Screenshot_20221224_204233](https://user-images.githubusercontent.com/25323231/209438569-e6782021-8bc1-48fe-82ff-ac2fb8241e8f.png)

### Steps to reproduce

1. Create a scene
2. Add a `DirectionalLight` and a `WorldEnvironment`
3. Set up the environment to use a `PhysicalSkyMaterial`.
4. Set the light's angular distance to ~0.5.

### Minimal reproduction project

[Light problem.zip](https://github.com/godotengine/godot/files/10298682/Light.problem.zip)
Repository: next.js
Issue: Global variables getting cleared in DEV environment due to recompilation
Labels: bug

### Verify canary release

- [X] I verified that the issue exists in the latest Next.js canary release

### Provide environment information

    Operating System:
      Platform: win32
      Arch: x64
      Version: Windows 10 Home
    Binaries:
      Node: 16.15.1
      npm: N/A
      Yarn: N/A
      pnpm: N/A
    Relevant packages:
      next: 13.1.0
      eslint-config-next: N/A
      react: 18.2.0
      react-dom: 18.2.0

### Which area(s) of Next.js are affected? (leave empty if unsure)

_No response_

### Link to the code that reproduces this issue

https://stackblitz.com/edit/vercel-next-js-xfenwd?file=pages/api/setMessage.js

### To Reproduce

Just call the setMessage API method, after that call getMessage method

### Describe the Bug

I have a basic in memory storage object

**memoryStorage.js**
```
var storage = {};

export default {
    setMessage(message) {
        console.log('Setting message: '+message);
        storage.message = message;
    },
    getMessage() {
        return storage.message;
    }
}
```
And API handlers to set and then get the global message
**getMessage.js**
```
import Storage from '../../service/memoryStorage';

export default function handler(req, res) {
    let message = Storage.getMessage();
    console.log('Message from storage: ' + message);
    res.status(200).json({message});
}
```
**setMessage.js**
```
import Storage from '../../service/memoryStorage';

export default function handler(req, res) {
    Storage.setMessage('Hello World');
    res.status(200).json({status: 'ok'});
}
```
In production build everything works as expected, the problem occurs only in dev. When I request the setMessage API and getMessage after that, message in a HTTP response of getMessage will be ,,undefined" instead of ,,Hello World". This happens because of the lazy compilation in DEV. When you try it the second time, it is going to work because the compilation has already finished.

### Expected Behavior

getMessage API to return ,,Hello World" instead of undefined

### Which browser are you using? (if relevant)

_No response_

### How are you deploying your application? (if relevant)

_No response_
Repository: godot
Issue: Vulkan: Improve SSR roughness quality by taking advantage of TAA when enabled
Labels: enhancement,topic:rendering,topic:3d

### Godot version

4.0 beta 10

### System information

Windows 10

### Issue description

roughness doesn't seem to be working properly, it looks more like adding a blur on top of the reflection.

![image](https://user-images.githubusercontent.com/29849613/209438571-d8309f1d-b25e-4f62-98af-1590b581ec83.png)


### Steps to reproduce

1. Add a world enviroment and enable SSR.
2. Create material(both standart/visual shader) e set values for roughness then apply to a object.

### Minimal reproduction project

[issue.zip](https://github.com/godotengine/godot/files/10298698/issue.zip)
Repository: deno
Issue: Feature: Provide realtime performance from inspector
Labels: debugger,needs investigation

VS Code's debugger provides a way to view realtime performance of a (Node) program:
![image](https://user-images.githubusercontent.com/19621382/209442607-2e6159db-5308-448a-92bd-833aec2d4cfb.png)

Deno's inspector does not seem to provide this data, as the VS Code debugger stays empty with the message "No data available yet".
Repository: godot
Issue: Excessive time for instancing a viewport for 2D usage with a specified size from the editor
Labels: bug,topic:rendering,topic:2d,performance

### Godot version

3.5.1.stable

### System information

Windows 10, GLES3

### Issue description

I'm creating a viewport for 2D usage. The issue is that, if I specify the property size from the editor, the creation time is 10 times bigger than if I specify the size from code.

In the screenshot below, on the left, I have a viewport with the godot logo, and I specified a size of 64x64. On the right, the same viewport, but with size of 0x0, and I set the size from code, in the _ready function. I'm comparing the instancing times of both, and the left one is 10 times bigger.

![test](https://user-images.githubusercontent.com/54667250/209442944-27caa783-6dfa-477a-b7d4-14368db9ca60.png)

This is the viewport on the left:

![vp1](https://user-images.githubusercontent.com/54667250/209443115-7b65749b-b3c6-4005-897f-be9de2319c50.PNG)

This is the viewport on the right:

![vp2](https://user-images.githubusercontent.com/54667250/209443121-4efd4b29-dd29-4b72-ad4b-b7c39bf9a20a.PNG)
![vp2_code](https://user-images.githubusercontent.com/54667250/209443225-1b952ef4-d1ea-4ad7-b8af-26bde794bc33.PNG)


This is a small example, on a bigger one, the engine freezes.


### Steps to reproduce

Create 2 viewports for 2D usage. Specify on one viewport a size different of 0x0. Measure the instancing time of both.

### Minimal reproduction project

Minimal reproduction project. Just open the project and run it. On the left, the viewport with a size specified from the editor. On the right, its size is 0x0 in the editor, but I set a size from code, in the ready function. I created two columns of times in usec to compare the instancing time.

[ViewportTest.zip](https://github.com/godotengine/godot/files/10298852/ViewportTest.zip)
Repository: godot
Issue: Godot 4 Beta 10 big FPS drops Linux Ubuntu 
Labels: bug,topic:core,needs testing,regression,performance

[min test.zip](https://github.com/godotengine/godot/files/10300084/min.test.zip)
### Godot version

4.0 beta 10

### System information

Ubuntu Studio 22.04, 12x Intel I5 10500H 2.50GHz  4gb envidia 1650 max Q

### Issue description

I have a project done in Godot 4.0 beta 8 that goes perfectly well, it has almost no code yet, only the necessary for debugging. I just opened the project in Godot 4.0 beta 9 and beta 10 and in both the project suffers a drop in FPS from 60 to 10.

I did nothing more than open the project and hit play.

![godot_issue](https://user-images.githubusercontent.com/29322316/209443542-d789fe3b-12cc-4dd8-8509-825d0db44042.png)


### Steps to reproduce

In my case I only have to open the project made in Godot 4.0 beta 8 in godot beta 9 or 10. 

### Minimal reproduction project

[min test.zip](https://github.com/godotengine/godot/files/10300087/min.test.zip)
Repository: godot
Issue: GetNode() with Unique Name Node Path Returns Null when Node gets Initialized via Scene Synchronization C#
Labels: bug,topic:editor

### Godot version

v4.0.beta9.mono.official [e780dc332]

### System information

Linux Manjaro 5.15

### Issue description

I noticed that the `GetNode()` method returns null in a special case. When using a `Unique Name` for a node and adding that node to the scene while the game is running by using the new synchronize scene feature the `GetNode("%UniqueName")` method returns null. 

When using a regular path it does not return null just with unique name nodes.
Instantiating that same node by using a packed scene works fine. 

`UniqueNameBug1.mp4` shows the error when creating the node with the scene sync.
`UniqueNameBug2.mp4` shows that instantiation is fine when using a packed scene.

[UniqueNameBug1.mp4](https://user-images.githubusercontent.com/12395493/209444099-2d251e6b-0178-4707-b72c-04b580180804.mp4)
[UniqueNameBug2.mp4](https://user-images.githubusercontent.com/12395493/209444104-8f93c767-5cb9-45b5-9d22-2683d232b10b.mp4)

### Steps to reproduce

* Open Project
* Enable `Synchronize Scene Changes` under `Debug` in the top bar
* Open `Game.tscn`
* Run `Game.tscn` scene.
* Duplicate the `Unique` Node
* Output shows that Unique Node is empty and throws an error

### Minimal reproduction project

[UniqueNameBug.zip](https://github.com/godotengine/godot/files/10298883/UniqueNameBug.zip)
Repository: vscode
Issue: Recently switched from ATOM to VS Code, i miss some multi-selection feature...
Labels: feature-request,editor-multicursor

<!-- ⚠️⚠️ 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. -->
Hi, i recently switched from ATOM to VS Code since the project is discontinued, and i'm struggling with the multi-selection, on Atom I could select an A1 point and with shift+click an A2 point to select everything from A1 to A2 then add a new cursor by Ctrl+click on a B1 point and again shift+click to select a B2 point, so I had two separate lines selected... On VS Code, if I select a point A1, A2 and B1, when I shift+click on B2 it selects everything between A1 and B2 :/

So my request would be to add the feature showed in [this gif](https://user-images.githubusercontent.com/61696199/209444215-fc90e7c7-0979-47e6-acbf-ed4e4a1468d7.gif) (made on Atom)
Repository: godot
Issue: [TRACKER] Raster occlusion culling issues
Labels: bug,enhancement,topic:rendering,tracker,topic:3d

This is a tracker for issues related to *raster* occlusion culling (the kind of Embree-based occlusion culling used in 4.0).

This tracker does **not** list issues related to portals and rooms occlusion culling, or geometry occlusion culling featured in 3.x.

See also https://github.com/godotengine/godot/issues/57416, which is another common optimization used in 3D rendering.

```[tasklist]
### Bugs
- [ ] https://github.com/godotengine/godot/issues/53288
- [ ] https://github.com/godotengine/godot/issues/63771
- [ ] https://github.com/godotengine/godot/issues/70373
- [ ] https://github.com/godotengine/godot/issues/70375
- [x] https://github.com/godotengine/godot/issues/70516
- [ ] https://github.com/godotengine/godot/issues/91030
```

```[tasklist]
### Enhancements
- [ ] https://github.com/godotengine/godot/issues/50154
- [ ] https://github.com/godotengine/godot-proposals/issues/2910
- [ ] https://github.com/godotengine/godot-proposals/issues/3932
- [ ] https://github.com/godotengine/godot-proposals/issues/2911
```

```[tasklist]
### Pull requests
- [ ] https://github.com/godotengine/godot/pull/99941
```