sharjeelyunus/github-issues-dataset huggingface dataset:
Repository: tauri
Issue: [bug] Blank screen on Flatpak
Labels: type: bug,status: upstream,platform: Linux,status: needs triage

### Describe the bug

![2024-02-24 23-58-44](https://github.com/tauri-apps/tauri/assets/108175486/ebbbf952-2040-40d4-80a7-8553e46016bb)

There are tauri apps running on [`org.gnome.Platform`](https://gitlab.gnome.org/GNOME/gnome-build-meta) version 45 runtime:
- https://github.com/flathub/dev.slimevr.SlimeVR
- https://github.com/flathub/com.gitbutler.gitbutler
- https://github.com/flathub/flathub/pull/4950

These all show the blank screen. (or it shows the splash screen and then stops)

### Reproduction

You can install the SlimeVR and GitButler from Flathub

You can build the ModrinthApp and others:
1. clone [the repository](https://github.com/getchoo/flathub/tree/modrinth-app)
2. `flatpak-builder --user --install --force-clean build-dir com.modrinth.ModrinthApp.yml`
This will take some time because it need to build webkit2gtk-4.0.
3. `flatpak run com.modrinth.ModrinthApp`



### Expected behavior

_No response_

### Full `tauri info` output

```text
.
```


### Stack trace

_No response_

### Additional context

It does work on `org.gnome.Platform` 44. I confirmed this with [in.cinny.Cinny](https://flathub.org/apps/in.cinny.Cinny) and by building GitButler to run on GNOME 44 runtime.

I'm not using Nvidia cards and I tried `WEBKIT_DISABLE_COMPOSITING_MODE=1 flatpak run <appid>`, but no luck.
Repository: rust
Issue: Errors about unknown attributes when attr macro failed to resolve
Labels: A-attributes,A-diagnostics,A-resolve,T-compiler,D-verbose

### Code
https://play.rust-lang.org/?version=stable&mode=debug&edition=2021&gist=bf6b5515ea450d277b8556a6f0205911
```Rust
#[derive(ILove)]
struct A {
    #[beans]
    pub yes: bool,
}
```


### Current output

```Shell
error: cannot find derive macro `ILove` in this scope
 --> src/lib.rs:1:10
  |
1 | #[derive(ILove)]
  |          ^^^^^

error: cannot find attribute `beans` in this scope
 --> src/lib.rs:3:7
  |
3 |     #[beans]
  |       ^^^^^
```


### Desired output

```Shell
error: cannot find derive macro `ILove` in this scope
 --> src/lib.rs:1:10
  |
1 | #[derive(ILove)]
  |          ^^^^^
```


### Rationale and extra context

The `beans` attribute may be provided by the proc macro, this error is a useless and noisy follow-up error which should be suppressed.

### Other cases

```Rust
#[you_love]
struct A {
    #[beans]
    pub yes: bool,
}
```


### Rust Version

```Shell
nightly-2024-02-24
```


### Anything else?

_No response_
Repository: TypeScript
Issue: tsc with allowJs reports TS9005 error for nested anonymous constructor functions
Labels: Help Wanted,Possible Improvement

### 🔎 Search Terms

TS9005: Declaration emit for this file requires using private name '(Anonymous function)'. An explicit type annotation may unblock declaration emit.

### 🕗 Version & Regression Information

- Occurs on versions 3.7.5 - nightly
- Related to PR #55472

Related to #55172
When 2 separate nested `this` bindings are used within constructor functions, the following error's returned always at the top of the file (this was really annoying to debug 😅)
```
Declaration emit for this file requires using private name '(Anonymous function)'. An explicit type annotation may unblock declaration emit.
```

### ⏯ Playground Link

https://tsplay.dev/NV57Gw

### 💻 Code

```ts
const a = new function () {
	this.b = new function () {
		this.c = 1
	}
}
```


### 🙁 Actual behavior

Complains

### 🙂 Expected behavior

Shouldn't complain

### Additional information about the issue

_No response_
Repository: TypeScript
Issue: lib.dom.d.ts seems to not be referenced when any file in the compilation contains no-default-lib=true triple slash
Labels: Needs Investigation

### 🔎 Search Terms

no-default-lib lib dom ignored cannot resolve HTMLElement paths

### 🕗 Version & Regression Information

This is an unintuitive error that took me a long time to pin down.

### ⏯ Playground Link

_No response_

### 💻 Code

Given the following 3 files:

worker.d.ts
```typescript
/// <reference no-default-lib="true"/>
/// <reference lib="webworker" />
/// <reference lib="esnext" />

export declare class MyWorker {}
```

library.d.ts
```typescript
import type { MyWorker } from "./worker";

export interface Type1 {
  worker: MyWorker;
}
```

app.d.ts
```typescript
interface App {
  prop: HTMLElement;
}
```

tsconfig.json
```json
{
  "compilerOptions": {
    "lib": [ "ES2020", "DOM" ],
  },
}
```


### 🙁 Actual behavior

An error occurs in the app.d.ts file
```
Cannot find name 'HTMLElement'.ts(2304)
```

### 🙂 Expected behavior

Any of the following:
* A better error message inside the app.d.ts file
* an error in the tsconfig
* a better error message when using `--traceResolution`

Suggesting a reason for why `lib: [ "DOM" ]` in the tsconfig file is ignored.

Its also possible this is incorrect behaviour, however [the docs say](https://www.typescriptlang.org/docs/handbook/triple-slash-directives.html) document that the use case for no-default-lib is for files that do not include the default library, rather than those (like in my case) that wanted to ignore the default libraries included via the tsconfig.json.

### Additional information about the issue

This bug is really here as a helpful hint in case anyone else runs into this same issue. Its particularly difficult to debug the issue, as app.d.ts has no references to anything. In my real project, the situation is a bit more complicated, and it took me a long time to figure out that this was the issue.

As a side note, what is the best way to do typings for a web worker file within an existing project? ~At the moment, I'll be adding a separate tsconfig file for the specific web worker, and exclude that file from the main tsconfig,~ EDIT: This doesn't actually work, as each separate tsconfig file cannot include files from the other when `composite` is `true`.
Repository: rust
Issue: Lines reading inconsistency
Labels: T-libs-api,C-feature-request

I think that's quite common use case when you are being provided with either a file or you need to read the content from stdin. But right now there is no common type for the lines from stdin and the lines from the file, so the following code will throw a compile error: 
```rust
/// Reads lines from a file or stdin
fn readLines(file: &Option<String>) -> Lines<String> {
    if file.is_some() {
        let file = file.as_ref().unwrap();
        let file = File::open(file)?;
        let reader = io::BufReader::new(file);
        return reader.lines();
    } else {
        let stdin = io::stdin();
        let reader = stdin.lock();
        return reader.lines();
    }
}
```

What would you say about this guys? It does look like a standard library design inconsistency
Repository: godot
Issue: Synchronize Scene Changes has wrong value after restarted
Labels: bug,topic:editor

### Tested versions

4.3 dev3+
Probably earlier too.

### System information

Windows 10.0.19045 - Vulkan (Forward+) - dedicated NVIDIA GeForce GTX 1060 (NVIDIA; 30.0.15.1403) - Intel(R) Core(TM) i7-7700HQ CPU @ 2.80GHz (8 Threads)

### Issue description

Synchronize Scene Changes and Synchronize Script Changes are enabled by default. When you disable them, they don't take effect. But when you restart the editor, they are "enabled" again, i.e. you can see they are effective, but the checkbox stays disabled. You need to enable and disable it again to really disable the feature.

### Steps to reproduce

1. Disable Debug -> Synchronize Scene Changes
2. Run some scene with e.g. a Sprite2D and then move the sprite in the editor
3. It won't be moving
4. Restart the editor
5. Make sure that Synchronize Scene Changes is still disabled (just open the menu to peek, don't touch it)
6. Repeat the sprite test
7. The sprite is moving in the running project despite synchronization being "disabled"

### Minimal reproduction project (MRP)

N/A
Repository: godot
Issue: On the _input() function the TouchScreenButton's is_pressed() function returns reversed if called by itself
Labels: discussion,needs testing,topic:input,topic:2d

### Tested versions

- reproducible in: v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Android - Vulkan (Mobile) - integrated Adreno (TM) 618 -  (8 Threads)

### Issue description

Calling a TouchScreenButton's is_pressed() function returns false when pressed and true when released if by called itself on the _input() function, it works the way I expected if called on the _unhandled_input() function or if called by a parent node.
I tested on a button and it works the way I expected, true when pressed and false when released.
I was making a custom TouchScreenButton and using _unhandled_input() is not ideal because I wanted to handle the input, calling from a parent node works but thats not ideal because that makes my scene a little more complex as I need an extra node I wouldn't need otherwise.

### Steps to reproduce

- Add a TouchScreenButton
- Add a script to it
- On the _input() function check if the event is a InputEventScreenTouch
- if it is call is_pressed()
- the return value will be reversed, false when pressed and true when released

### Minimal reproduction project (MRP)

[test2.zip](https://github.com/godotengine/godot/files/14393796/test2.zip)
Repository: godot
Issue: Viewport debug draw modes remain partially effective in release export templates
Labels: discussion,topic:rendering,topic:3d

- *Related to https://github.com/godotengine/godot-proposals/issues/6451.*

### Tested versions

- Reproducible in: 4.2.1.stable, 4.3.dev 8f0c20ee8

### System information

Godot v4.3.dev (8f0c20ee8) - Fedora Linux 39 (KDE Plasma) - X11 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (nvidia; 545.29.06) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)

### Issue description

The left side shows the appearance of a given debug draw mode in an editor build, while the right side shows the same debug draw mode in a release export template build:

https://github.com/godotengine/godot/assets/180032/9659c557-be4d-466f-bfd0-b6a5fa5b7ea1

The following debug draw modes look different in editor and release builds:

- **Lighting** (2): Objects remain textured.
- **Overdraw** (3): Sky is black, but objects aren't made transparent.
- **Directional Shadow Splits** (14): Objects remain textured.

These are all debug draw modes that rely on globally overriding materials in the entire viewport with a shader generated in the engine on startup.

We should figure out what to do:

- Completely disable the partially-functional debug draw modes in release export templates, but leave other debug draw modes intact.
- Completely disable **all** debug draw modes in release export templates (this can reduce binary size a bit).
- Add support for all debug draw modes in release export templates by fixing those 3 debug draw modes.

### Steps to reproduce

- Set `get_viewport().debug_draw()` in a script to change the debug draw mode. Export the project with debugging disabled then run the project.

### Minimal reproduction project (MRP)

[test_debug_draw_modes.zip](https://github.com/godotengine/godot/files/14393989/test_debug_draw_modes.zip)
<sub>Movie Maker mode (`--write-movie out.avi`) can be used to generate a slice of the above video.</sub>
Repository: godot
Issue: [ShapeCast2d] Adding a ConvexPolygonShape2d causes Godot to crash
Labels: bug,topic:rendering,needs testing,crash,topic:2d

### Tested versions


- Reproducible in : 
   - Godot v4.2.1.stable - macOS 14.3.1 - Vulkan (Mobile) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)
   - Godot v4.3.dev3 - macOS 14.3.1 - GLES3 (Compatibility) - Apple M1 Pro - Apple M1 Pro (8 Threads)
   -  Godot v4.1.3.stable - macOS 14.3.1 - Vulkan (Compatibility) - Apple M1 Pro - Apple M1 Pro (8 Threads)

### System information

Godot v4.2.1.stable - macOS 14.3.1 - Vulkan (Mobile) - integrated Apple M1 Pro - Apple M1 Pro (8 Threads)

### Issue description

When adding a ConvexPolygonShape2D or ConcavePolygonShape2D to any ShapeCast2d nodes, Godot freezes and then crash. This happens just after pressing the "New ConvexPolygonShape2d" as shown in the screenshot.


<img width="440" alt="Screenshot 2024-02-24 at 20 35 54" src="https://github.com/godotengine/godot/assets/25937253/70daa54a-cff7-4606-8372-5fc6fe51ee0c">



### Steps to reproduce

The reproduce: create a new empty project, create a root Node2d node and then add a ShapeCast2d as children. Select "ConvexPolygonShape2D" as the shape - Godot crashes freezes for 1-2min and then crashes.


### Minimal reproduction project (MRP)

[test.zip](https://github.com/godotengine/godot/files/14394260/test.zip)
Repository: vscode
Issue: Specify default editor in diff view
Labels: feature-request,custom-editors

<!-- ⚠️⚠️ 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 can't seem to find any option to select a **different default editor** for the **diff view**, which is very annoying when trying to view a diff of a markdown file if I've set the Markdown Preview as a default. On top of that, i can't use the `Reopen Editor With...` command while in the diff view (it's gone from the Command Palette and Keyboard Shortcuts don't work), so **I have no way of viewing a Markdown diff without changing my default editor** to the Text Editor and then switching it back to the Preview Editor.

This was mentioned here: <https://github.com/microsoft/vscode-discussions/discussions/799>
Repository: rust
Issue: Missing carry-optimization for subtraction on aarch64
Labels: A-LLVM,T-compiler,S-has-mcve,O-AArch64,C-optimization

The compiler fails to optimize "sub-with-borrow" on aarch64 as demonstrated here:

https://godbolt.org/z/5MPxbfzsM

In more detail:

When adding big-integers, we would like the compiler to utilize "add-with-carry" instructions. Similarly for subtraction, we would like to utilize "sub-with-borrow". This works fine on x86_64 for both addition and subtraction, but on aarch64, only addition will utilize the carry-instructions. Subtraction on aarch64 fails to optimize and will use "cset" and "ccmp" instructions, where-as in the above link, the optimal assembly should be along "subs, sbcs, sbcs, sbcs".
Repository: vscode
Issue: VSCode restarting devices periodically
Labels: bug,freeze-slow-crash-leak,workbench-os-integration


Type: <b>Bug</b>

While using VSCode, my devices such as my mouse, speakers, and keyboard will freeze and restart. The devices will become unresponsive and then come back online with the windows "plug in" sounds

VS Code version: Code 1.86.2 (903b1e9d8990623e3d7da1df3d33db3e42d80eda, 2024-02-13T19:40:56.878Z)
OS version: Windows_NT x64 10.0.19045
Modes:

<details>
<summary>System Info</summary>

|Item|Value|
|---|---|
|CPUs|AMD Ryzen 5 2600 Six-Core Processor             (12 x 3394)|
|GPU Status|2d_canvas: enabled<br>canvas_oop_rasterization: enabled_on<br>direct_rendering_display_compositor: disabled_off_ok<br>gpu_compositing: enabled<br>multiple_raster_threads: enabled_on<br>opengl: enabled_on<br>rasterization: enabled<br>raw_draw: disabled_off_ok<br>skia_graphite: disabled_off<br>video_decode: enabled<br>video_encode: enabled<br>vulkan: disabled_off<br>webgl: enabled<br>webgl2: enabled<br>webgpu: enabled|
|Load (avg)|undefined|
|Memory (System)|15.95GB (7.20GB free)|
|Process Argv|--crash-reporter-id 1df08ff9-4e0c-45f2-8929-7ba0a210f23d|
|Screen Reader|no|
|VM|0%|
</details><details><summary>Extensions (22)</summary>

Extension|Author (truncated)|Version
---|---|---
rainbow-brackets|2gu|0.0.6
dart-code|Dar|3.82.0
flutter|Dar|3.82.0
vscode-eslint|dba|2.4.4
rust-syntax|dus|0.6.1
gitlens|eam|14.8.2
prettier-vscode|esb|10.1.0
fallout-sounds|Eva|1.0.0
rainbow-csv|mec|3.11.0
debugpy|ms-|2024.0.0
python|ms-|2024.0.1
vscode-pylance|ms-|2024.2.2
remote-wsl|ms-|0.86.0
cpptools|ms-|1.19.4
vsliveshare|ms-|1.0.5905
awesome-flutter-snippets|Nas|4.0.1
indent-rainbow|ode|8.3.1
rust-analyzer|rus|0.3.1850
vs-code-prettier-eslint|rve|6.0.0
errorlens|use|3.16.0
vscode-lldb|vad|1.10.0
vscode-icons|vsc|12.7.0

(2 theme extensions excluded)

</details><details>
<summary>A/B Experiments</summary>

```
vsliv368cf:30146710
vspor879:30202332
vspor708:30202333
vspor363:30204092
vscod805cf:30301675
binariesv615:30325510
vsaa593cf:30376535
py29gd2263:30899288
c4g48928:30535728
azure-dev_surveyone:30548225
a9j8j154:30646983
962ge761:30959799
pythongtdpath:30769146
welcomedialogc:30910334
pythonidxpt:30866567
pythonnoceb:30805159
asynctok:30898717
pythontestfixt:30902429
pythonregdiag2:30936856
pyreplss1:30897532
pythonmypyd1:30879173
pythoncet0:30885854
pythontbext0:30879054
accentitlementst:30887150
dsvsc016:30899300
dsvsc017:30899301
dsvsc018:30899302
d34g3935:30971562
7j2b6412:30969109
bg6jg535:30958357
ccp1r6:30958156

```

</details>

<!-- generated by issue reporter -->
Repository: rust
Issue: Potential documentation gap in `impl Index<Range<usize>> for [T]`
Labels: A-docs,T-libs

### Location

[Index::index](https://doc.rust-lang.org/std/ops/trait.Index.html#tymethod.index)

### Summary

In Rust, if you attempt to index a slice or array with a "backwards" `Range<usize>` , the program panics:

```rust
let arr = [0,1,2,3,4,5,6];
let slice = &arr[4..1]; // panic: slice index starts at 4 but ends at 1 
```

This behavior is unsurprising, but not obvious: a reasonable alternative behavior would be to just return the empty slice `&[]`. This is what python does.

The documentation for [Index::index](https://doc.rust-lang.org/std/ops/trait.Index.html#tymethod.index) states that the indexing operation "May panic if the index is out of bounds", but doesn't define what it means to be "out of bounds". I'd argue that in this example, the Range `4..1` is actually **not** out-of-bounds for an array of size 7 because both 4 and 1 are less than 7 and therefore, by the letter of the documentation,  the panic behavior here is wrong and returning the empty slice `&[]` is a more reasonable behavior to expect than panicking.

I feel like the documentation should make explicitly clear that this panics if either of the following are true:

1. `range.end > slice.len()`
2. `range.end < range.start`

Also the documentation should make clear that this **does** panic, not just that it might, because surely this panic is not UB.

<!-- TRIAGEBOT_START -->

<!-- TRIAGEBOT_ASSIGN_START -->

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

<!-- TRIAGEBOT_ASSIGN_END -->
<!-- TRIAGEBOT_END -->
Repository: godot
Issue: XRCamera3D Far plane higher than 699050 only renders sky
Labels: bug,topic:rendering,topic:xr,topic:3d

### Tested versions

- Reproducible in Godot v4.2.stable.official [46dc27791] and
- v4.2.1.stable.official [b09f793f5]


### System information

Godot v4.2.1.stable - Windows 10.0.22621 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4070 Ti (NVIDIA; 31.0.15.5123) - 13th Gen Intel(R) Core(TM) i5-13600KF (20 Threads) - using Vive Pro on Steam VR Version 2.4.1

### Issue description

XRCamera3D Far plane values up to 699050 work as expected. When the Far value is set to 699051 or higher, meshes present in the scene are not displayed in the headset or the monitor. The sky is displayed correctly in both cases.

### Steps to reproduce

Clone or download the [Godot project ](https://github.com/tiggerntatie/XRFarMRP) from github. Set the XRCamera3D Far value to 699050 and observe that the plane mesh is present in the VR view when running the project. Set the XRCamera3D Far value to 699051 and observe that the plane mesh is not present in the VR view. 

### Minimal reproduction project (MRP)

Download the zipped project from: [https://github.com/tiggerntatie/XRFarMRP/releases/tag/0.0.1](https://github.com/tiggerntatie/XRFarMRP/releases/tag/0.0.1)
Repository: angular
Issue: Add a `ngReset` event to `FormGroupDirective`
Labels: area: forms

### Which @angular/* package(s) are relevant/related to the feature request?

forms

### Description

Reusable form error components often use `FormGroup.submitted` to determine whether errors should be displayed. `FormGroup.ngSubmit` is used to detect when the submitted state has been updated.  Unfortunately there's no way to detect reset changes.

See Also:

https://github.com/angular/angular/issues/10999
https://github.com/angular/angular/issues/30987
Especially: https://github.com/angular/angular/issues/30987#issuecomment-732014630

### Proposed solution

Add a `ngReset` event to `FormGroup`.

### Alternatives considered

N/A
Repository: go
Issue: proposal: net: NewFlags
Labels: Proposal

### Proposal Details

Currently, the logic of the os-specific parsing of network flags is in a [private function called `linkFlags`](https://cs.opensource.google/go/go/+/refs/tags/go1.22.0:src/net/interface_linux.go;l=97-118). I am proposing to create the function `NewFlags` insteads, which parses the os-specific flags, which would allow me to re-use the logic of that function rather than copying it into my own code. I don't see any breaking changes this would introduce.
Repository: godot
Issue: Setting anchors via code works incorretly with containers.
Labels: bug,topic:gui

### Tested versions

v4.2.1.stable.official [b09f793f5]

### System information

Godot v4.2.1.stable - Windows 10.0.19045 - Vulkan (Mobile) - dedicated Radeon RX550/550 Series (Advanced Micro Devices, Inc.; 31.0.21029.6002) - Intel(R) Core(TM) i3-6100 CPU @ 3.70GHz (4 Threads)

### Issue description

set_anchor(), set_anchor_preset(), set_anchors_and_offsets_preset(), set_anchors_and_offset() working incorrectly with containers (positions calculated incorrectly). If you apply same anchors presets by editor or inspector (even while scene running) it works correct.

### Steps to reproduce

Create simple scene like this:
![изображение](https://github.com/godotengine/godot/assets/83718408/ca8eca4c-bde0-469b-b26d-33552e1dc47f)
Set panel and panel container any custom minimum size. It should look like this:
![изображение](https://github.com/godotengine/godot/assets/83718408/5d4f23ff-97b5-43d4-949c-d28eae5a3c89)
Apply this code on control node:
```gdscript
extends Control
func _ready():
	$PanelContainer.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
```
Then start scene and you get this:
![изображение](https://github.com/godotengine/godot/assets/83718408/1d55c0c7-44ee-4c5f-a88e-236744eb3003)
Despite anchors changed, position is not.
This is panel container remote node:
![изображение](https://github.com/godotengine/godot/assets/83718408/5545cf25-f7ce-4ea4-a0e1-14c8d7aab826)
If we manually change anchors to another preset and then back to bottom left preset it sets correct positions:
![изображение](https://github.com/godotengine/godot/assets/83718408/eba5f332-53aa-46b0-84f8-601fa7a30433)
![изображение](https://github.com/godotengine/godot/assets/83718408/a731949c-267f-47a8-8fc8-ad80f7962fa7)


### Minimal reproduction project (MRP)

[bugreportcontainers.zip](https://github.com/godotengine/godot/files/14394687/bugreportcontainers.zip)
Repository: PowerToys
Issue: Mouse without borders not working - computers can ping each other
Labels: Issue-Bug,Product-Mouse Without Borders

### Microsoft PowerToys version

0,78,8

### Installation method

GitHub

### Running as admin

Yes

### Area(s) with issue?

Mouse Without Borders

### Steps to reproduce

Neither MwB nor [Barrier ](https://github.com/debauchee/barrier) is working for, even though PCs can ping each other by IP. Firewall and VPN are off. Both latest Powertoys versions running as admin and as service. Firewall off on both.

### ✔️ Expected Behavior

_No response_

### ❌ Actual Behavior

Yellow border around when trying to add 2nd PC

### Other Software

_No response_