sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: rust
Issue: Const generic is incorrectly inferred
Labels: T-compiler,C-bug,T-types

<!--
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
#![allow(unused)]

fn weird<const N: usize>()
where
    [f32; N]: SomeArray,
{
    let input: [f32; 1] = get_array();
}

fn get_array<const D: usize>() -> [f32; D]
where
    [f32; D]: SomeArray,
{
    return [0.0; D];
}

trait SomeArray {}

impl SomeArray for [f32; 1] {}
impl SomeArray for [f32; 2] {}

fn main() {}
```

I expected to see this happen:

I expect the code to compile with no errors and no warnings.

Both functions have a const generic parameter with the same constraint applied, but these parameters should be completely independent. I made sure to given them different names (`N` and `D`) to make the distinction more obvious.

I expect the `get_array` call inside `weird` to infer `D=1`, no matter what `N` is monomorphized to.

Instead, this happened:

```
error[E0308]: mismatched types
 --> src/main.rs:5:27
  |
5 |     let input: [f32; 1] = get_array();
  |                --------   ^^^^^^^^^^^ expected `1`, found `N`
  |                |
  |                expected due to this
  |
  = note: expected array `[f32; 1]`
             found array `[f32; N]`

For more information about this error, try `rustc --explain E0308`.
```

Note that the error disappears if **any single one** of these changes is applied:
* The `[f32; N]: SomeArray` constraint on `weird` is removed
* The `[f32; D]: SomeArray` constraint on `get_array` is removed
* The call to `get_array()` is turbofished to `get_array::<1>()`

### 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 1.82.0 (f6e511eec 2024-10-15)
binary: rustc
commit-hash: f6e511eec7342f59a25f7c0534f1dbea00d01b14
commit-date: 2024-10-15
host: x86_64-unknown-linux-gnu
release: 1.82.0
LLVM version: 19.1.1


rustc 1.85.0-nightly (a47555110 2024-11-22)
binary: rustc
commit-hash: a47555110cf09b3ed59811d9b02235443e76a595
commit-date: 2024-11-22
host: x86_64-unknown-linux-gnu
release: 1.85.0-nightly
LLVM version: 19.1.4
```

The behaviour on nightly 2024-11-22 is the same as on 1.82.0

<!--
Include a backtrace in the code block by setting `RUST_BACKTRACE=1` in your
environment. E.g. `RUST_BACKTRACE=1 cargo build`.
-->
`RUST_BACKTRACE=1` has no effect on the compiler output.
Repository: electron
Issue: App exits silently when unsupported `productName` is used for a platform while it works for another platform.
Labels: enhancement :sparkles:

### Preflight Checklist

- [x] I have read the [Contributing Guidelines](https://github.com/electron/electron/blob/main/CONTRIBUTING.md) for this project.
- [x] I agree to follow the [Code of Conduct](https://github.com/electron/electron/blob/main/CODE_OF_CONDUCT.md) that this project adheres to.
- [x] I have searched the [issue tracker](https://www.github.com/electron/electron/issues) for a feature request that matches the one I want to file, without success.

### Problem Description

When an unsupported `productName` is used in `package.json` for a platform, the app instead of warning or causing an error exits silently. The user unaware of the productname spends days to find out why the app state is not getting ready and window is not being created.

For eg. in my case I used the app name as  `App Name | Organisation Name` . it worked perfectly on mac. but when i started testing it on windows the app state never turned to ready and so the browser window was not created. the windows doesn't support this list of reserved characters: <, >, :, ", /, `\`, |, ?, * .  If a simple error had been shown the user will not have to spend days figuring this out since it worked on mac I never gave the thought there would be issue in package.json but kept on debugging other files.

### Proposed Solution

Please add support to check if the `productName` set in `package.json` is actually supported by the platform and if not warn or create an error so the user can correct it.

For eg: windows doesn't support the app name if it includes this list of reserved characters: <, >, :, ", /, `\`, |, ?, *

### Alternatives Considered

The proposed solution is straightforward and easy to implement.

### Additional Information

Let me know if I should go ahead, fix it and raise a PR. Thanks
Repository: PowerToys
Issue: Mouse without Boarders for just shared clipboard
Labels: Needs-Triage

### Description of the new feature / enhancement

It would be nice if mouse without boarders could be used for just shared clipboards without sharing the mouse between the two computers. This would just involve adding a switch in the MWB menu to disable the shared mouse feature.

### Scenario when this would be used?

This would be helpful for use with remote desktops. For instance I use Sunshine/Moonlight to as my remote desktop software, however, it lacks a shared clipboard. Using MWB while streaming has the weird effect of having the mouse loop across the screen.

I am sure there are other use cases for this, but I can't think of any other off the top of my head.

### Supporting information

https://www.reddit.com/r/MoonlightStreaming/comments/15k3mrq/copy_and_paste_functions/

https://www.reddit.com/r/linux_gaming/comments/1crvbt7/gaming_remote_desktop_with_clipboard_access/
Repository: godot
Issue: Invalid string to numeric type yields undefined behavior.
Labels: discussion,topic:core,needs testing

### Tested versions

- Reproducible in: 4.3, 3.x


### System information

Windows 11 - Godot 4.3.stable - Forward+ - Intel Iris Xe

### Issue description

Attempting to cast a string to a numeric type yields undefined behavior instead of an error.

### Steps to reproduce

Run the project and the output will print numbers parsed from the invalid string to numeric type casts that don't reflect the string contents.

### Minimal reproduction project (MRP)

[NumericCastBug.zip](https://github.com/user-attachments/files/17882623/NumericCastBug.zip)
Repository: godot
Issue: LineEdit and SpinBox don't accept input from on-screen keyboards a majority of the time on Android Web
Labels: bug,platform:web,topic:input,topic:gui

### Tested versions

v4.3.stable.official [77dcf97d8]
v4.4.dev5.official [9e6098432]

### System information

Galaxy A52s 5G - One UI 6.1 - Samsung Keyboard 5.8.20.7 - GBoard 14.8.05.686567880-release-arm64-v8a - Android 14 Build/UP1A.231005.007 - Kernel 5.4.254 - Brave 1.73.89, Chromium 131.0.6778.69

### Issue description

On the web export of a Godot project opened in an Android browser, `LineEdit` and `SpinBox` elements either do not react to on-screen keyboard input or react to it erratically, dumping previously typed text when certain keys are pressed. The exact behavior is difficult to circumscribe as its reaction to any keypress seems to depend on a number of factors such as pervious input, keyboard used etc., but here are some of the observations I made:

- Input fields don't seem to react to GBoard (Google Keyboard) input
  - The input does seem to get cached somewhere though, as it's dumped as soon as I switch to Samsung Keyboard and press a key
- Samsung Keyboard input sometimes works properly, but this seems to be temporary and I don't know the exact steps to make this happen
- Samsung Keyboard seems to not be able to type any digits, but all digits that were typed (regardless of being backspaced) are suddenly displayed if a latin character is entered, after which you can enter one digit properly before this behavior repeats
- Samsung Keyboard doesn't seem to be able to enter any special characters (hashmarks, curly braces etc.) what so ever, not even with the technique in the above point
- Turning off Predictive Text on Samsung Keyboard makes it completely unable to type, the same as GBoard
- Using a physical keyboard on Android Web works fine, but buggy behavior resumes when switching back to touch keyboard
- Using the on-screen keyboard on Windows works fine

https://github.com/user-attachments/assets/062a2c2f-aef1-48cf-8170-d7ac5f4b2db0

### Steps to reproduce

1. Download the MRP
2. Export it to web
3. Host the web export on a server
4. Access the game on an Android phone browser
5. Try to use any of the LineEdit/SpinBox inputs with different on-screen keyboards

Additionally you should also access the same export on a desktop browser and verify that inputs do work properly there

### Minimal reproduction project (MRP)

[line_edit_bug_web_android.zip](https://github.com/user-attachments/files/17882548/line_edit_bug_web_android.zip)

The MRP is also hosted for quick access from mobile (running on v4.3.stable.official): https://godot-bugtest-html.vercel.app/
Repository: vscode
Issue: Git vscode commands on toggled files in the scm view
Labels: bug,git

<!-- ⚠️⚠️ 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. -->
I would like to be able to use git.clean, git.stage and git.unstage while having files selected but not opened in the scm view.
If i rightclick on the selected files and click on discard changes, stash, or press the icons hovering over the files it works fine, but calling the mentioned commands does nothing:
![Image](https://github.com/user-attachments/assets/0a6d5455-c7c4-48c2-993b-a2bec3615176)

The command seems to only work if i open the tracked file in the scm view but will only run on said file, not taking the other highlightet ones into account.

I use the vim plugin and in the file explorer, e.g., i can highlight files with list.toggle and then delete them with deleteFile and would love to do these git commands aswell without using the mouse.
Repository: angular
Issue: Automatic InjectionToken Name via Compiler
Labels: area: core

### Which @angular/* package(s) are relevant/related to the feature request?

core

### Description

Currently, when creating an `InjectionToken` a `desc` string param is required to describe the injection token, for debugging purposes.

A popular practice for supplying this `desc` param is to copy the name of the variable, so that it becomes easy to rename this injection token via global replace:

```ts
const MY_TOKEN = new InjectionToken<...>("MY_TOKEN");
```

Manually specifying the `desc` could be verbose and boring.  
Besides, although not very important, it also causes some ugly formatting:
```ts
const MY_TOKEN_WITH_A_LONG_NAME = new InjectionToken<...>(
  "MY_TOKEN_WITH_A_LONG_NAME"
);
const ANOTHER_TOKEN_WITH_A_LONG_NAME = new InjectionToken<...>(
  "ANOTHER_TOKEN_WITH_A_LONG_NAME"
);
```

### Proposed solution

Since now all signal APIs have an optional `debugName` param, which will be automatically populated by the compiler with the variable name, I was wondering if this is also possible for `InjectionToken`:

Source:

```ts
const MY_TOKEN = new InjectionToken<...>();
const MY_TOKEN_WITH_OPTIONS = new InjectionToken<...>({ ... });
```

After compliation:
```js
const MY_TOKEN = new InjectionToken("MY_TOKEN");
const MY_TOKEN_WITH_OPTIONS = new InjectionToken("MY_TOKEN_WITH_OPTIONS", { ... });
```


### Alternatives considered

N/A
Repository: rust
Issue: GNU Hurd compilation failure: no field `st_fsid` on type `&stat64`
Labels: C-bug,T-libs,O-hurd

Compiling a project for the `i686-unknown-hurd-gnu` target using rustc 1.85.0-nightly (a47555110 2024-11-22) results in the following compilation error:
```
error[E0609]: no field `st_fsid` on type `&stat64`
   --> /home/runner/.rustup/toolchains/nightly-x86_64-unknown-linux-gnu/lib/rustlib/src/rust/library/std/src/os/hurd/fs.rs:301:36
    |
301 |         self.as_inner().as_inner().st_fsid as u64
    |                                    ^^^^^^^ unknown field
    |
help: a field with a similar name exists
    |
301 |         self.as_inner().as_inner().st_uid as u64
    |           
```

We previously had a similar issue (see #123032). Maybe it's worth to add a CI check for this target as was discussed in it?
Repository: angular
Issue: Improve angular signals benchmark performance
Labels: area: core,core: reactivity

### Which @angular/* package(s) are relevant/related to the feature request?

_No response_

### Description

According to public benchmarks, angular's signals are much worse than alternative ecosystem implementations.

> https://github.com/transitive-bullshit/js-reactivity-benchmark

This makes angular look inferior from an outsider's viewpoint.

### Proposed solution

Unknown 

### Alternatives considered

Unknown
Repository: vscode
Issue: SCM - Using shortcut keys to move the cursor between the inline diff editor and the original code editor.
Labels: feature-request,scm

#51549 、 #66518 

`editor.action.dirtydiff.next` - `Alt`+`F3`
`editor.action.dirtydiff.previous` - `Shift`+`Alt`+`F3`

I hope to be able to use shortcut keys to focus on the open inline diff editor. Currently, the above two commands combined with `Esc` can only be used to open/close the inline diff editor.

If it is possible to use shortcut keys to switch the cursor into/out of the inline diff editor, that would be fantastic!!! (When using vim, if I can use shortcut keys to move the cursor into/out of the inline diff editor, it would allow for mouse-free navigation when reviewing changes).

I am creating this issue because it seems currently I can only use the mouse to navigate through changes in the inline diff editor, and cannot achieve a mouse-free operation. (Because I cannot move the cursor into/out of the inline diff editor using shortcut keys, or focus/unfocus).
Repository: PowerToys
Issue: PowerToys Run doesn't have focus when called
Labels: Issue-Bug,Needs-Triage

### Microsoft PowerToys version

0.86.0

### Installation method

Microsoft Store

### Running as admin

Yes

### Area(s) with issue?

PowerToys Run

### Steps to reproduce

Call PowerToys Run with the preferred key combo. In my case I use 3 simultaneous taps on the touchpad

### ✔️ Expected Behavior

PowerToys Run search box is on focus and the user is able to write onto it

### ❌ Actual Behavior

I have to click on the search box to bring it up to focus, otherwise I'm unable to write and neither the esc key works to get rid of it

### Other Software

_No response_
Repository: PowerToys
Issue: Always On Top: Separate shortcut keys can be assigned for pinning and unpinning windows, instead of using the same shortcut key to toggle between the two.
Labels: Product-Always On Top,Needs-Triage

### Description of the new feature / enhancement

Separate shortcut keys can be assigned for pinning and unpinning windows, instead of using the same shortcut key to toggle between the two.

### Scenario when this would be used?

Sometimes, when I use the pin operation on multiple windows, my memory of whether a particular window is pinned becomes unclear. It would be great to have a dedicated shortcut key to unpin windows that were previously pinned but are no longer needed.

Currently, there is no such shortcut key, so I can only judge whether a window is pinned or unpinned by the sound prompt. However, for someone like me who is not good at distinguishing sounds, it is sometimes difficult to tell the difference (especially after frequently switching the pin status, I seem to get confused by the two sounds).

Therefore, having a clear shortcut key for unpinning a window is very important.

### Supporting information

_No response_
Repository: pytorch
Issue: It is apparently very difficult to use decompose correctly in TorchDispatchMode
Labels: triaged,module: dispatch,module: __torch_dispatch__,oncall: pt2

### 🐛 Describe the bug

Suppose you are implementing a TorchDispatchMode. In some circumstances, you may be dispatched to with a function that you cannot directly handle, but for which a CompositeImplicitAutograd decomposition exists. (In https://github.com/pytorch/pytorch/pull/138508 this was triggered by inference mode, which causes you always to dispatch BEFORE CompositeImplicitAutograd decomps happen). In this case, you may want to say "oh, please decompose and call back to me for the individual decomposed pieces."

I implemented this in a straightforward way in that PR but it does not work. Specifically, it is not safe to unconditionally call func.decompose because it will fail when passed torch.ops.prim.device.default. Furthermore, there are a few ways to spell the decompose that cause a Kineto failure in obscure internal situations (https://fb.workplace.com/groups/1075192433118967/permalink/1545856962719176/). Specifically in https://github.com/pytorch/pytorch/pull/138508/files/0bcf842e30417f82ed9e37e18f23d0df22e3839e the original PR author had split the TorchDispatchMode to have an inner dispatch mode which they activate before calling decompose. This apparently does not work. And it seems if you raise an exception from inside TorchDispatchMode, this can also cause Kineto corruption, potentially because Kineto cannot deal with reentrant RecordFunction entries.

See internal WP post for how to repro this situation.

### Versions

main

cc @Chillee @zou3519 @albanD @samdow @chauhang @penguinwu
Repository: rust
Issue: Tracking Issue for `lock_value_accessors`
Labels: T-libs-api,C-tracking-issue

Feature gate: `#![feature(lock_value_accessors)]`

This is a tracking issue for feature `lock_value_accessors`.
### Public API

```rust
impl<T> Mutex<T> {
    pub fn get_cloned(&self) -> Result<T, PoisonError<()>> where T: Clone { ... }
    pub fn set(&self, value: T) -> Result<(), PoisonError<T>> { ... }
    pub fn replace(&self, value: T) -> LockResult<T> { ... }
}

impl<T> RwLock<T> {
    pub fn get_cloned(&self) -> Result<T, PoisonError<()>> where T: Clone { ... }
    pub fn set(&self, value: T) -> Result<(), PoisonError<T>> { ... }
    pub fn replace(&self, value: T) -> LockResult<T> { ... }
}
```

### Steps / History

- [x] ACP: https://github.com/rust-lang/libs-team/issues/485
- [x] Implementation: #133406
- [ ] Final comment period (FCP)[^1]
- [ ] Stabilization PR

### Unresolved Questions

- Whether we should checking poisoning first and avoid unnecessary lock acquire attempts.

[^1]: https://std-dev-guide.rust-lang.org/feature-lifecycle/stabilization.html
Repository: godot
Issue: set_block_signals for slider no effect
Labels: bug,topic:gui

### Tested versions

v4.3.stable.mono.official [77dcf97d8]

### System information

Godot v4.3.stable.mono - Windows 10.0.17763 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 2060 (NVIDIA; 31.0.15.2849) - AMD Ryzen 9 5950X 16-Core Processor (32 Threads)

### Issue description

![Image](https://github.com/user-attachments/assets/fa0623f6-aa09-41eb-b6e3-d5435164ec5d)

![Image](https://github.com/user-attachments/assets/601098df-0e48-463b-9923-b44b8951851d)


### Steps to reproduce

just test the MRP

### Minimal reproduction project (MRP)

[ValueChangeTest.zip](https://github.com/user-attachments/files/17892119/ValueChangeTest.zip)
Repository: node
Issue: Unix Domain Socket doesn't support on Windows
Labels: windows,libuv

### Version

20.18.0

### Platform

```text
Microsoft Windows NT 10.0.26100.0 x64
```


### Subsystem

_No response_

### What steps will reproduce the bug?

Currently, Windows (at least .NET) supports connect to UnixDomainSocket, or listen to UnixDomainSocket in ASP.NET Core. But node's net module seems not support connect to a Windows local file.

```csharp
public class UnixDomainSocketsConnectionFactory(EndPoint endPoint) {
   public async ValueTask<Stream> ConnectAsync(SocketsHttpConnectionContext _,
      CancellationToken cancellationToken = default) {
      var socket = new Socket(AddressFamily.Unix, SocketType.Stream, ProtocolType.Unspecified);

      try {
         await socket.ConnectAsync(endPoint, cancellationToken).ConfigureAwait(false);
         return new NetworkStream(socket, true);
      } catch {
         socket.Dispose();
         throw;
      }
   }

   public static GrpcChannel CreateChannel(string socketPath) {
      var udsEndPoint = new UnixDomainSocketEndPoint(socketPath);
      var connectionFactory = new UnixDomainSocketsConnectionFactory(udsEndPoint);
      var socketsHttpHandler = new SocketsHttpHandler {
         ConnectCallback = connectionFactory.ConnectAsync
      };

      return GrpcChannel.ForAddress("http://localhost", new GrpcChannelOptions {
         HttpHandler = socketsHttpHandler
      });
   }
}
```

```csharp
   protected void Initialize(string token) {
      var builder = WebApplication.CreateBuilder();
      builder.WebHost.ConfigureKestrel(serverOptions => {
         if (!Directory.Exists(MetaBoxStatic.UnixSocketPath)) {
            Directory.CreateDirectory(MetaBoxStatic.UnixSocketPath);
         }

         var socketPath = Path.Combine(MetaBoxStatic.UnixSocketPath, $"MetaBox-{token}.tmp");
         serverOptions.ListenUnixSocket(socketPath);
         serverOptions.ConfigureEndpointDefaults(listenOptions => { listenOptions.Protocols = HttpProtocols.Http2; });
      });

      ConfigureBuilder(builder);
      builder.Services.PostConfigureAll<HostOptions>(opts => opts.ShutdownTimeout = TimeSpan.FromSeconds(1));

      WebApp = builder.Build();
      ConfigureApp(WebApp);
   }
```

### How often does it reproduce? Is there a required condition?

Always

### What is the expected behavior? Why is that the expected behavior?

The net connects to the "Windows" UnixDomainSocket as it could.

### What do you see instead?

EACCESS / ENOENT

### Additional information

_No response_
Repository: godot
Issue: CanvasItem.show_behind_parent does nothing if parent has Y sort enabled
Labels: discussion,documentation,topic:2d

### Tested versions

- Reproducible in: v4.3.stable.official [77dcf97d8]

### System information

Godot v4.3.stable - Windows 10.0.22631 - GLES3 (Compatibility) - NVIDIA GeForce RTX 4070 (NVIDIA; 32.0.15.6094) - AMD Ryzen 7 5800X 8-Core Processor (16 Threads)

### Issue description

The property `CanvasItem.show_behind_parent` does not cause the sprite to draw behind its parent if the parent has Y sort enabled, even if the child does not.

### Steps to reproduce

Steps to reproduce:
Add two `Sprite2D` nodes to a scene, one being a child of the other. (Give them graphics of course.)
Set `y_sort_enabled` on the parent node to `true`.
Set `show_behind_parent` on the child node to `true`.

Expected result:
The child sprite draws behind the parent sprite.

Observed result:
The child sprite draws in front of the parent sprite.

### Minimal reproduction project (MRP)

N/A
Repository: ui
Issue: [bug]: Combobox doesn't lock scroll on underlying page, causing it to scroll out of focus
Labels: bug

### Describe the bug

When combobox is opened, when the component itself doesn't scroll, it will scroll the page instead, causing it to scroll out of focus and depending on z-index of the underlying components it could either scroll on top or under those components.

https://github.com/user-attachments/assets/e9606a58-fd7c-4c24-9d3b-56775d7d07b1



### Affected component/components

Combobox

### How to reproduce

1. insert combobox component
2. expand the page so that it has a vertical scroll, 2x the screen height
3. open combobox component
4. scroll down

### Codesandbox/StackBlitz link

_No response_

### Logs

_No response_

### System Info

```bash
Chrome, Windows
```


### Before submitting

- [X] I've made research efforts and searched the documentation
- [X] I've searched for existing issues